Copyright: AD&&D° - Copyright 1999 TSR, Inc.
Citation: Copyright 1999 TSR, Inc.


Agriculture

The character has a knowledge of the basics of farming. This includes planting, harvesting, storing crops, tending animals, butchering, and other typical farming chores.


Ancient History

The character has learned the legends, lore, and history of some ancient time and place. The knowledge must be specific, just as a historian would specialize today in the English Middle Ages, the Italian Renaissance, or the Roman Republic before Caesar. (The DM either can have ancient periods in mind for his game or can allow the players to name and designate them.) Thus, a player character could know details about the Age of Thorac Dragonking or the Time of the Sea-Raiders or whatever else was available.

The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, breakthroughs (scientific, cultural, and magical), unsolved mysteries, crafts, and oddities of the time. The character must roll a proficiency check to identify places or things he encounters from that age. For example, Rath knows quite a bit about the Coming of the Trolls, a particularly dark period of dwarven history. Moving through some deep caverns, he and his companions stumble across an ancient portal, sealed for untold ages. Studying the handiwork, he realizes (rolls a successful proficiency check) that it bears several seals similar to those he has seen on ‘banned’ portals from the time of Angnar, doorways to the legendary realm of Trolhel.


Animal Handling

Proficiency in this area enables a character to exercise a greater-than-normal degree of control over pack animals and beasts of burden. A successful proficiency check indicates that the character has succeeded in calming an excited or agitated animal; in contrast, a character without this proficiency has only a 20% chance of succeeding in the attempt.


Animal Lore

This proficiency enables a character to observe the actions or habitat of an animal and interpret what is going on. Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviors can even indicate the location of a water hole, animal herd, predator, or impending danger, such as a forest fire. The DM will secretly roll a proficiency check. A successful check means the character understood the basic actions of the creature. If the check fails by 4 or less, no information is gained. If the check fails by 5 or more, the character misinterprets the actions of the animal.

A character may also imitate the calls and cries of animals that he is reasonably familiar with, based on his background. This ability is limited by volume. The roar of a tyrannosaurus rex would be beyond the abilities of a normal character. A successful proficiency check means that only magical means can distinguish the character's call from that of the true animal. The cry is sufficient to fool animals, perhaps frightening them away or luring them closer. A failed check means the sound is incorrect in some slight way. A failed call may still fool some listeners, but creatures very familiar with the cry automatically detect a false call. All other creatures and characters are allowed a Wisdom check to detect the fake.

Finally, animal lore increases the chance of successfully setting snares and traps (for hunting) since the character knows the general habits of the creature hunted.


Animal Training

Characters with this proficiency can train one type of creature (declared when the proficiency is chosen) to obey simple commands and perform tricks. A character can spend additional proficiencies to train other types of creatures or can improve his skill with an already chosen type. Creatures typically trained are dogs, horses, falcons, pigeons, elephants, ferrets, and parrots. A character can choose even more exotic creatures and monsters with animal intelligence (although these are difficult to control).

A trainer can work with up to three creatures at one time. The trainer may choose to teach general tasks or specific tricks. A general task gives the creature the ability to react to a number of nonspecific commands to do its job. Examples of tasks include guard and attack, carry a rider, perform heavy labor, hunt, track, or fight alongside soldiers (such as a war horse or elephant). A specific trick teaches the trained creature to do one specific action. A horse may rear on command, a falcon may pluck a designated object, a dog may attack a specific person, or a rat may run through a particular maze. With enough time, a creature can be trained to do both general tasks and specific tricks.

Training for a general task requires three months of uninterrupted work. Training for a specific trick requires 2d6 weeks. At the end of the training time, a proficiency check is made. If successful, the animal is trained. If the die roll fails, the beast is untrainable. An animal can be trained in 2d4 general tasks or specific tricks, or any combination of the two.

An animal trainer can also try to tame wild animals (preparing them for training later on). Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with the creature. At the end of the month, a proficiency check is made. If successful, the beast is suitable for training. If the check fails, the creature retains enough of its wild behavior to make it untrainable. It can be kept, though it must be leashed or caged.


Appraising

This proficiency is highly useful for thieves, as it allows characters to estimate the value and authenticity of antiques, art objects, jewelry, cut gemstones, or other crafted items they find (although the DM can exclude those items too exotic or rare to be well known). The character must have the item in hand to examine. A successful proficiency check (rolled by the DM) enables the character to estimate the value of the item to the nearest 100 or 1,000 gp and to identify fakes. On a failed check, the character cannot estimate a price at all. On a roll of 20, the character wildly misreads the value of the item, always to the detriment of the character.


Artistic Ability

Player characters with artistic ability are naturally accomplished in various forms of the arts. They have an inherent understanding of color, form, space, flow, tone, pitch, and rhythm. Characters with artistic ability must select one art form (painting, sculpture, composition, etc.) to be proficient in. Thereafter they can attempt to create art works or musical compositions in their given field. Although it is not necessary to make a proficiency check, one can be made to determine the quality of the work. If a 1 is rolled on the check, the artist has created a work with some truly lasting value. If the check fails, the artist has created something aesthetically unpleasing or just plain bad.

Artistic ability also confers a +1 bonus to all proficiency checks requiring artistic skill--music or dance—and on attempts to appraise objects of art.


Astrology

This proficiency gives the character some understanding of the supposed influences of the stars. Knowing the birth date and time of any person, the astrologer can study the stars and celestial events and then prepare a forecast of the future for that person. The astrologer's insight into the future is limited to the next 30 days, and his knowledge is vague at best. If a successful proficiency check is made, the astrologer can foresee some general event--a great battle, a friend lost, a new friendship made, etc. The DM decides the exact prediction (based on his intentions for the next few gaming sessions). Note that the prediction does not guarantee the result--it only indicates the potential result. If the proficiency check is failed, no information is gained unless a 20 is rolled, in which case the prediction is wildly inaccurate.

Clearly this proficiency requires preparation and advance knowledge on the part of the DM. Because of this, it is permissible for the DM to avoid the question, although this shouldn't be done all the time. Players who want to make their DM's life easier (always a good idea) should consider using this proficiency at the end of a gaming session, giving the DM until the next session to come up with an answer. The DM can use this proficiency as a catalyst and guide for his adventures--something that will prompt the player characters to go to certain places or to try new things.

Characters with the astrology proficiency gain a +1 bonus to all navigation proficiency checks, provided the stars can be seen.


Blacksmithing

A character with blacksmithing proficiency is capable of making tools and implements from iron. Use of the proficiency requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armor or most weapons, but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects.


Blind-Fighting

A character with blind-fighting is skilled at fighting in conditions of poor or no light (but this proficiency does not allow spell use). In total darkness, the character suffers only a -2 penalty to his attack roll (as compared to a -4 penalty without this proficiency). Under starlight or moonlight, the character incurs only a -1 penalty. The character suffers no penalties to his AC because of darkness.

Furthermore, the character retains special abilities that would normally be lost in darkness, although the effectiveness of these are reduced by one-half (proficiency checks are made at half the normal score, etc.). This proficiency is effective only against opponents or threats within melee distance of the character. Blind-fighting does not grant any special protection from missile fire or anything outside the immediate range of the character's melee weapon. Thus, AC penalties remain for missile fire. (By the time the character hears the whoosh of the arrow, for example, it is too late for him to react.)

While moving in darkness, the character suffers only half the normal movement penalty of those without this proficiency.

Furthermore, this skill aids the character when dealing with invisible creatures, reducing the attack penalty to -2. However, it does not enable the character to discover invisible creatures; he has only a general idea of their location and cannot target them exactly.


Bowyer/Fletcher

This character can make bows and arrows of the types given in Table 44 (phb).

A weaponsmith is required to fashion arrowheads, but the bowyer/fletcher can perform all other necessary functions. The construction time for a long or short bow is one week, while composite bows require two weeks, and 1d6 arrows can be made in one day.

When the construction time for the weapon is completed, the player makes a proficiency check. If the check is successful, the weapon is of fine quality and will last for many years of normal use without breaking. If the check fails, the weapon is still usable, but has a limited life span: An arrow breaks on the first shot; a bow breaks if the character using it rolls an unmodified 1 on his 1d20 attack roll.

Option: If a character wishes to create a weapon of truly fine quality and the DM allows it, the player can opt to use the following alternative procedure for determining the success of his attempt. When the proficiency check is made, any failure means that the weapon is useless. However, a successful check means that the weapon enables the character to add Strength bonuses to attack and damage rolls. Additionally, if the proficiency check is a natural 1, the range of the bow is increased 10 yards for all range classes or is of such fine work that it is suitable for enchantment.


Brewing

The character is trained in the art of brewing beers and other strong drinks. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product.


Carpentry

The carpentry proficiency enables the character to do woodworking jobs: building houses, cabinetry, joinery, etc. Tools and materials must be available. The character can build basic items from experience, without the need for plans. Unusual and more complicated items (a catapult, for example) require plans prepared by an engineer. Truly unusual or highly complex items (wooden clockwork mechanisms, for example) require a proficiency check.


Charioteering

A character with proficiency in this skill is able to safely guide a chariot, over any type of terrain that can normally be negotiated, at a rate 1/3 faster than the normal movement rate for a chariot driven by a character without this proficiency. Note that this proficiency does not impart the ability to move a chariot over terrain that it cannot traverse; even the best charioteer in the world cannot take such a vehicle into the mountains.


Cobbling

The character can fashion and repair shoes, boots, and sandals.


Cooking

Although all characters have rudimentary cooking skills, the character with this proficiency is an accomplished cook. A proficiency check is required only when attempting to prepare a truly magnificent meal worthy of a master chef.


Dancing

The character knows many styles and varieties of dance, from folk dances to formal court balls.


Direction Sense

A character with this proficiency has an innate sense of direction. By concentrating for 1d6 rounds, the character can try to determine the direction the party is headed. If the check fails but is less than 20, the character errs by 90 degrees. If a 20 is rolled, the direction chosen is exactly opposite the true heading. (The DM rolls the check.)

Furthermore, when traveling in the wilderness, a character with direction sense has the chance of becoming lost reduced by 5%.


Disguise

The character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age, weight, and race. A successful proficiency check indicates that the disguise is successful, while a failed roll means the attempt was too obvious in some way.

The character can also disguise himself as a member of another race or sex. In this case, a -7 penalty is applied to the proficiency check. The character may also attempt to disguise himself as a specific person, with a -10 penalty to the proficiency check. These modifiers are cumulative, thus, it is extremely difficult for a character to disguise himself as a specific person of another race or sex (a -17 penalty to the check).


Endurance

A character with endurance proficiency is able to perform continual strenuous physical activity for twice as long as a normal character before becoming subject to the effects of fatigue and exhaustion. In those cases where extreme endurance is required, a successful proficiency check must be made. Note that this proficiency does not enable a character to extend the length of time that he can remain unaffected by a lack of food or water.


Engineering

The character is trained as a builder of both great and small things. Engineers can prepare plans for everything from simple machines (catapults, river locks, grist mills) to large buildings (fortresses, dams). A proficiency check is required only when designing something particularly complicated or unusual. An engineer must still find talented workmen to carry out his plan, but he is trained to supervise and manage their work.

An engineer is also familiar with the principles of siege craft and can detect flaws in the defenses of a castle or similar construction. He knows how to construct and use siege weapons and machines, such as catapults, rams, and screws.


Etiquette

This proficiency gives the character a basic understanding of the proper forms of behavior and address required in many different situations, especially those involving nobility and persons of rank. Thus, the character will know the correct title to use when addressing a duke, the proper steps of ceremony to greet visiting diplomats, gestures to avoid in the presence of dwarves, etc. For extremely unusual occurrences, a proficiency check must be made for the character to know the proper etiquette for the situation (an imperial visit, for example, is a sufficiently rare event).

However, having the character know what is correct and actually do what is correct are two different matters. The encounters must still be role-played by the character. Knowledge of etiquette does not give the character protection from a gaffe or faux pas; many people who know the correct thing still manage to do the exact opposite.


Fire-Building

A character with fire-building proficiency does not normally need a tinderbox to start a fire. Given some dry wood and small pieces of tinder, he can start a fire in 2d20 minutes. Flint and steel are not required. Wet wood, high winds, or other adverse conditions increase the time to 3d20, and a successful proficiency check must be rolled to start a fire.


Fishing

The character is skilled in the art of fishing, be it with hook and line, net, or spear. Each hour the character spends fishing, roll a proficiency check. If the roll is failed, no fish are caught that hour. Otherwise, a hook and line or a spear will land fish equal to the difference between the die roll and the character's Wisdom score. A net will catch three times this amount.

Of course, no fish can be caught where no fish are found. On the other hand, some areas teem with fish, such as a river or pool during spawning season. The DM may modify the results according to the situation.


Forgery

This proficiency enables the character to create duplicates of documents and handwriting and to detect such forgeries created by others. To forge a document (military orders, local decrees, etc.) where the handwriting is not specific to a person, the character needs only to have seen a similar document before. To forge a name, an autograph of that person is needed, and a proficiency check with a -2 penalty must be successfully rolled. To forge a longer document written in the hand of some particular person, a large sample of his handwriting is needed, with a -3 penalty to the check.

It is important to note that the forger always thinks he has been successful; the DM rolls the character's proficiency check in secret and the forger does not learn of a failure until it is too late.

If the check succeeds, the work will pass examination by all except those intimately familiar with that handwriting or by those with the forgery proficiency who examine the document carefully. If the check is failed, the forgery is detectable to anyone familiar with the type of document or handwriting--if he examines the document closely. If the die roll is a 20, the forgery is immediately detectable to anyone who normally handles such documents without close examination. The forger will not realize this until too late.

Furthermore, those with forgery proficiency may examine a document to learn if it is a forgery. On a successful proficiency roll, the authenticity of any document can be ascertained. If the die roll is failed but a 20 is not rolled, the answer is unknown. If a 20 is rolled, the character reaches the incorrect conclusion.


Gaming

The character knows most common games of chance and skill, including cards, dice, bones, draughts, and chess. When playing a game, the character may either play out the actual game (which may take too much time for some) or make a proficiency check, with success indicating victory. If two proficient characters play each other, the one with the highest successful die roll wins. A character with gaming proficiency can also attempt to cheat, thus gaining a +1 bonus to his ability score. If the proficiency check for the game is 17 to 20, however, the character has been caught cheating (even if he won the game).


Gem Cutting

A character with this proficiency can finish the rough gems that are discovered through mining at a rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of nonproficient characters. A gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and specially hardened blades.

Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful (as determined by a proficiency check), the gem cutter increases the value of a given stone to the range appropriate for its type. If a 1 is rolled, the work is exceptionally brilliant and the value of the gem falls into the range for the next most valuable gem (the DM has the relevant tables).


Healing

A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day.

If a wounded character remains under the care of someone with healing proficiency, that character can recover lost hit points at the rate of 1 per day even when traveling or engaging in nonstrenuous activity. If the wounded character gets complete rest, he can recover 2 hit points per day while under such care. Only characters with both healing and herbalism proficiencies can help others recover at the rate of 3 hit points per day of rest. This care does not require a proficiency check, only the regular attention of the proficient character. Up to six patients can be cared for at any time.

A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (the round after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No proficiency check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other action by the proficient character) and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn't help). Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative).

A character with healing proficiency can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful proficiency check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain an additional +2 bonus to this check. A proficient character can also attempt to deal with magical diseases, whether caused by spells or creatures. In this case, a successful proficiency check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means.


Heraldry

The knowledge of heraldry enables the character to identify the different crests and symbols that denote different persons and groups. Heraldry comes in many forms and is used for many different purposes. It can be used to identify noblemen, families, guilds, sects, legions, political factions, and castes. The symbols may appear on flags, shields, helmets, badges, embroidery, standards, clothing, coins, and more. The symbols used may include geometric patterns, calligraphed lines of script, fantastic beasts, religious symbols, and magical seals (made for the express purpose of identification). Heraldry can vary from the highly formalized rules and regulations of late medieval Europe to the knowledge of different shield patterns and shapes used by African tribesmen.

The character automatically knows the different heraldic symbols of his homeland and whom they are associated with. In addition, if the character makes a successful proficiency check, he can correctly identify the signs and symbols of other lands, provided he has at least a passing knowledge of the inhabitants of that land. His heraldry skill is of little use upon first entering a foreign land.


Herbalism

Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. The DM must decide the exact strength of such poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains bonuses when using his healing talent (see the Healing proficiency).


Hunting

When in wilderness settings, the character can attempt to stalk and bring down game. A proficiency check must be made with a -1 penalty to the ability score for every nonproficient hunter in the party. If the die roll is successful, the hunter (and those with him) have come within 101 to 200 yards (100+1d100) of an animal. The group can attempt to close the range, but a proficiency check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the DM.


Jewler

A character with this proficiency can appraise gems and jewelry.


Juggling

The character can juggle, a talent useful for entertainments, diversions, and certain rare emergencies. When juggling normally (to entertain or distract), no proficiency check is required. A check is made when trying spectacular tricks (‘Watch me eat this apple in mid-air!’). However, juggling also enables the character to attempt desperate moves. On a successful attack roll vs. AC 0 (not a proficiency check), the character can catch small items thrown to harm him (as opposed to items thrown for him to catch). Thus, the character could catch a dagger or a dart before it hits. If this attack roll fails, however, the character automatically suffers damage (sticking your hand in the path of a dagger is likely to hurt).


Jumping

The character can attempt exceptional leaps both vertically and horizontally. If the character has at least a 20-foot running start, he can leap (broad jump) 2d6+his level in feet. No character can broad jump more than six times his height, however. With the same start, he can leap vertically (high jump) 1d3 plus half his level in feet. No character can high jump more than 1-½ times his own height.

From a standing start, a character with this proficiency can broad jump 1d6 plus half his level in feet and high jump only three feet.

The character can also attempt vaults using a pole. A vault requires at least a 30-foot running start. If a pole is used, it must be four to 10 feet longer than the character's height. The vault spans a distance equal to 1-½ times the length of the pole. The character can clear heights equal to the height of the pole. He can also choose to land on his feet if the vault carries him over an obstacle no higher than ½ the height of his pole. Thus, using a 12-foot pole, the character could either vault through a window 12 feet off the ground (tumbling into the room beyond), land on his feet in an opening six feet off the ground, or vault across a moat 18 feet wide. In all cases, the pole is dropped at the end of the vault.


Ancient Languages

The character has mastered a difficult and obscure tongue, now primarily found in the writings of pedantic sages and sorcerers. The main use of the language is to read tomes of ancient secrets written by long-dead mystics. This proficiency enables the character to either read and write or speak the language (his choice).


Modern Languages

The character has learned to speak a language of the known world. To do so, there must be a teacher available. This could be another player character, an NPC hireling, or simply a local townsman.


Leatherworking

This proficiency enables a character to tan and treat leather and to make clothing and other leather objects. The character can make leather armor, as well as backpacks, saddlebags, saddles, and all sorts of harnesses.


Local History

The character is a storehouse of facts about the history of a region the size of a large county or a small province. The character knows when the ruined tower on the hill was built and who built it (and what happened to him), what great heroes and villains fought and fell at the old battlefield, what great treasure is supposed to be kept in a local temple, how the mayor of the next town miraculously grew hair on his balding pate, and more.

The DM will provide information about local sites and events as the character needs to know them. Furthermore, the character can try to retell these events as entertaining stories. Once the subject is chosen, he can either make a proficiency check and, if successful, add that tale to his repertoire, or actually tell the story to other characters. If the character succeeds in entertaining them, the player need not make a proficiency roll for the character, since he has succeeded. The character can tell these stories to entertain others, granting him a +2 bonus to his Charisma for the encounter. But telling stories to hostile beings is probably not going to do any good.


Mining

A character with mining proficiency is needed to site and supervise the operations of any mine. First, the character can attempt to determine what types of ores or gems can be found in a given area. To do this, he must spend at least a week searching a four-square-mile area. The DM may rule that more area must be searched to find anything of value and may thus increase the amount of time required. At the end of the search, the character can say what is likely to be found in this area. After this, the character can site the mine. On a successful proficiency check (made secretly by the DM), the character has found a good site to begin mining for any minerals that may be in the area. The check does not guarantee a successful mine, only that a particular site is the best choice in a given area. The DM must determine what minerals, if any, are to be found in the region of the mine. On a failed check, the character only thinks he has found a good site. Much effort is spent before the character is proved wrong, of course.

Once the mine is in operation, a character with mining proficiency must remain on site to supervise all work. Although this is a steady job, most player characters will find it better to hire an NPC for this purpose.


Mountaineering

A character with this proficiency can make difficult and dangerous climbs up steep slopes and cliffs with the aid of spikes, ropes, etc. If a character with mountaineering proficiency leads a party, placing the pitons (spikes) and guiding the others, all in the party can gain the benefit of his knowledge. A mountaineer can guide a party up a cliff face it could not otherwise climb. A character with this proficiency gains a 10% bonus per proficiency slot spent to his chance to climb any surface. Note that mountaineering is not the same as the thief's climbing ability, since the latter does not require aids of any sort.


Musical Instrument

The character can play a specific musical instrument. An additional instrument can be added for every extra slot devoted to this proficiency. The character plays quite well, and no proficiency check is normally required. The DM may direct the character to make a proficiency check in what he feels are extraordinary circumstances.


Navigation

The character has learned the arts of navigating by the stars, studying currents, and watching for telltale signs of land, reefs, and hidden danger. This is not particularly useful on land. At sea, a successful proficiency check by the navigator reduces the chance of getting lost by 20 percent.


Pottery

A character with this proficiency can create any type of clay vessel or container commonly used in the campaign world. The character requires a wheel and a kiln, as well as a supply of clay and glaze. The character can generally create two small- or medium-sized items or one large-sized item per day. The pieces of pottery must then be fired in the kiln for an additional day.

The raw materials involved cost 3 cp to make a small item, 5 cp to make a medium-sized item, and 1 sp to make a large item.


Reading Lips

The character can understand the speech of those he can see but not hear. When this proficiency is chosen, the player must specify what language the character can lip read (it must be a language the character can already speak). To use the proficiency, the character must be within 30 feet of the speaker and be able to see him speak. A proficiency check is made. If the check fails, nothing is learned. If the check is successful, 70% of the conversation is understood. Since certain sounds are impossible to differentiate, the understanding of a lip-read conversation is never better than this.


Reading/Writing

The character can read and write a modern language he can speak, provided there is someone available to teach the character (another PC, a hireling, or an NPC). This proficiency does not enable the character to learn ancient languages (see Languages, Ancient).


Religion

Characters with religion proficiency know the common beliefs and cults of their homeland and the major faiths of neighboring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized or the significance of particular holy days, requires a proficiency check.

Additional proficiencies spent on religion enable the character either to expand his general knowledge into more distant regions (using the guidelines above) or to gain precise information about a single faith. If the latter is chosen, the character is no longer required to make a proficiency check when answering questions about that religion. Such expert knowledge is highly useful to priest characters when dealing with their own and rival faiths.


Riding, Airborne

The character is trained in handling a flying mount. The particular creature must be chosen when the proficiency is chosen. Additional proficiency slots can be used to learn how to handle other types of mounts. Unlike land-based riding, a character must have this proficiency (or ride with someone who does) to handle a flying mount. In addition, a proficient character can do the following:

• Leap onto the saddle of the creature (when it is standing on the ground) and spur it airborne as a single action. This requires no proficiency check.

• Leap from the back of the mount and drop 10 feet to the ground or onto the back of another mount (land-based or flying). Those with only light encumbrance can drop to the ground without a proficiency check. In all other situations, a proficiency check is required. A failed roll means the character takes normal falling damage (for falling flat on his face) or misses his target (perhaps taking large amounts of damage as a result). A character who is dropping to the ground can attempt an immediate melee attack, if his proficiency check is made with a -4 penalty to the ability roll. Failure has the consequences given above.

• Spur his mount to greater speeds on a successful check, adding 1d4 to the movement rate of the mount. This speed can be maintained for four consecutive rounds. If the check fails, an attempt can be made again the next round. If two checks fail, no attempt can be made for a full turn. After the rounds of increased speed, its movement drops to 2/3 its normal rate and its Maneuverability Class (see Glossary) becomes one class worse. These conditions last until the mount lands and is allowed to rest for at least one hour.

• The rider can guide the mount with his knees and feet, keeping his hands free. A proficiency check is made only after the character suffers damage. If the check is failed, the character is knocked from the saddle. A second check is allowed to see if the character manages to catch himself (thus hanging from the side by one hand or in some equally perilous position). If this fails, the rider falls. Of course a rider can strap himself into the saddle, although this could be a disadvantage if his mount is slain and plummets toward the ground.


Riding, Land-Based

Those skilled in land riding are proficient in the art of riding and handling horses or other types of ground mounts. When the proficiency slot is filled, the character must declare which type of mount he is proficient in. Possibilities include griffons, unicorns, dire wolves, and virtually any creatures used as mounts by humans, demihumans, or humanoids.

A character with riding proficiency can perform all of the following feats. Some of them are automatic, while others require a proficiency check for success.

• The character can vault onto a saddle whenever the horse or other mount is standing still, even when the character is wearing armor. This does not require a proficiency check. The character must make a check, however, if he wishes to get the mount moving during the same round in which he lands in its saddle. He must also make a proficiency check if he attempts to vault onto the saddle of a moving mount. Failure indicates that the character falls to the ground--presumably quite embarrassed.

• The character can urge the mount to jump tall obstacles or leap across gaps. No check is required if the obstacle is less than three feet tall or the gap is less than 12 feet wide. If the character wants to roll a proficiency check, the mount can be urged to leap obstacles up to seven feet high, or jump across gaps up to 30 feet wide. Success means that the mount has made the jump. Failure indicates that it balks, and the character must make another proficiency check to see whether he retains his seat or falls to the ground.

• The character can spur his steed on to great speeds, adding 6 feet per round to the animal's movement rate for up to four turns. This requires a proficiency check each turn to see if the mount can be pushed this hard. If the initial check fails, no further attempts may be made, but the mount can move normally. If the second or subsequent check fails, the mount immediately slows to a walk, and the character must dismount and lead the animal for a turn. In any event, after four turns of racing, the steed must be walked by its dismounted rider for one turn.

• The character can guide his mount with his knees, enabling him to use weapons that require two hands (such as bows and two-handed swords) while mounted. This feat does not require a proficiency check unless the character takes damage while so riding. In this case, a check is required and failure means that the character falls to the ground and sustains an additional 1d6 points of damage.

• The character can drop down and hang alongside the steed, using it as a shield against attack. The character cannot make an attack or wear armor while performing this feat. The character's Armor Class is lowered by 6 while this maneuver is performed. Any attacks that would have struck the character's normal Armor Class are considered to have struck the mount instead. No proficiency check is required.

• The character can leap from the back of his steed to the ground and make a melee attack against any character or creature within 10 feet. The player must roll a successful proficiency check with a -4 penalty to succeed. On a failed roll, the character fails to land on his feet, falls clumsily to the ground, and suffers 1d3 points of damage.


Rope Use

This proficiency enables a character to accomplish amazing feats with rope. A character with rope use proficiency is familiar with all sorts of knots and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. If the character's hands are bound and held with a knot, he can roll a proficiency check (with a -6 penalty) to escape the bonds.

This character gains a +2 bonus to all attacks made with a lasso. The character also receives a +10% bonus to all climbing checks made while he is using a rope, including attempts to belay (secure the end of a climbing rope) companions.


Running

The character can move at twice his normal movement rate for a day. At the end of the day he must sleep for eight hours. After the first day's movement, the character must roll a proficiency check for success. If the die roll succeeds, the character can continue his running movement the next day. If the die roll fails, the character cannot use his running ability the next day. If involved in a battle during a day he spent running, he suffers a -1 penalty to his attack rolls.


Seamanship

The character is familiar with boats and ships. He is qualified to work as a crewman, although he cannot actually navigate. Crews of trained seamen are necessary to manage any ship, and they improve the movement rates of inland boats by 50 percent.


Seamstress/Tailor

The character can sew and design clothing. He can also do all kinds of embroidery and ornamental work. Although no proficiency check is required, the character must have at least needle and thread to work.


Set Snares

The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not work for some reason. It may be that the workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem does not need to be known. The character can also attempt to set traps and snares for larger creatures: tiger pits and net snares, for example. A proficiency check must be rolled, this time with a -4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered.

Thief characters (and only thieves) with this proficiency can also attempt to rig man-traps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a man-trap.

Setting a small snare or trap takes one hour of work. Setting a larger trap requires two to three people (only one need have the proficiency) and 2d4 hours of work. Setting a man-trap requires one or more people (depending on its nature) and 1d8 hours of work. To prepare any trap, the character must have appropriate materials on hand.

Characters with animal lore proficiency gain a +2 bonus to their ability score when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when attempting to trap monsters or intelligent beings.


Singing

The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living (note that bards can do this automatically). No proficiency check is required to sing. The character can also create choral works on a successful proficiency check.


Spellcraft

Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect.

Those talented in this proficiency also have a chance (equal to ½ of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are.


Stonemasonry

A stonemason is able to build structures from stone so that they last many years. He can do simple stone carvings, such as lettering, columns, and flourishes. The stone can be mortared, carefully fitted without mortar, or loosely fitted and chinked with rocks and earth. A stonemason equipped with his tools (hammers, chisels, wedges, block and tackle) can build a plain section of wall one foot thick, ten feet long, and five feet high in one day, provided the stone has already been cut. A stonemason can also supervise the work of unskilled laborers to quarry stone; one stonemason is needed for every five laborers. Dwarves are among the most accomplished stonemasons in the world; they receive a +2 bonus when using this skill.


Survival

This proficiency must be applied to a specific environment--i.e., a specific type of terrain and weather factors. Typical environments include arctic, woodland, desert, steppe, mountain, or tropical. The character has basic survival knowledge for that terrain type. Additional proficiency slots can be used to add more types of terrain.

A character skilled in survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, a character with survival skill can instruct and aid others in the same situation. When using the proficiency to find food or water, the character must roll a proficiency check. If the check is failed, no more attempts can be made that day.

The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate, and water is discovered in minuscule amounts. It is still quite possible for a character with survival knowledge to die in  the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom!


Swimming

A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section (Chapter 14: Time and Movement). Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water.


Tightrope Walking

The character can attempt to walk narrow ropes or beams with greater than normal chances of success. He can negotiate any narrow surface not angled up or down greater than 45 degrees. Each round the character can walk 60 feet. One proficiency check is made every 60 feet (or part thereof), with failure indicating a fall. The check is made with a -10 penalty to the ability score if the surface is one inch or less in width (a rope), a -5 penalty if two inches to six inches wide, and unmodified if seven inches to 12 inches wide. Wider than one foot requires no check for proficient characters under normal circumstances. Every additional proficiency spent on tightrope walking reduces these penalties by 1. Use of a balancing rod reduces the penalties by 2. Winds or vibrations in the line increases the penalties by 2 to 6.

The character can attempt to fight while on a tightrope, but he suffers a -5 penalty to his attack roll and must roll a successful proficiency check at the beginning of each round to avoid falling off. Since the character cannot maneuver, he gains no adjustments to his Armor Class for Dexterity. If he is struck while on the rope, he must roll an immediate proficiency check to retain his balance.


Tracking

Player’s Handbook rules:

Characters with tracking proficiency are able to follow the trail of creatures and characters across most types of terrain. Characters who are not rangers roll  a proficiency check with a -6 penalty to their ability scores; rangers have no penalty to their ability scores. In addition, other modifiers are also applied to the     attempt, according to Table 39.

Skills and Powers rules:

No characters suffer the integral –6 penalty to their ability scores; this difference is reflected in the proficiency rating itself.  Rangers gain a +5 bonus to their tracking rating.	Characters with the animal empathy trait gain +2 to their proficiency score when tracking non-domesticated animals. Characters with the animal lore proficiency gain +2 to their proficiency rating when tracking animals—either wild or domesticated.


Tumbling

The character is practiced in all manner of acrobatics--dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while burdened with light encumbrance or less. Aside from entertaining, the character with tumbling proficiency can improve his Armor Class by 4 against attacks directed solely at him in any round of combat, provided he has the initiative and foregoes all attacks that round. When in unarmed combat he can improve his attack roll by 2.

On a successful proficiency check, he suffers only one-half the normal damage from falls of 60 feet or less and none from falls of 10 feet or less. Falls from greater heights result in normal damage.


Ventriloquism

The character has learned the secrets of ‘throwing his voice.’ Although not actually making sound come from somewhere else (like the spell), the character can deceive others into believing this to be so. When using ventriloquism, the supposed source of the sound must be relatively close to the character. The nature of the speaking object and the intelligence of those watching can modify the character's chance of success. If the character makes an obviously inanimate object talk (a book, mug, etc.), a -5 penalty is applied to his ability score. If a believable source (a PC or NPC) is made to appear to speak, a +2 bonus is added to his ability score. The observer's intelligence modifies this as follows:

Intelligence	Modifier

less than 3	   +6

     3-5	   +4

     6-8	   +2

     9-14	     0

   15-16	    -1

   17-18	    -2

     19+	    -4

A successful proficiency check means the character has successfully deceived his audience. One check must be made for every sentence or response. The character is limited to sounds he could normally make (thus, the roar of a lion is somewhat beyond him).

Since ventriloquism relies on deception, people's knowledge of speech, and assumptions about what should and shouldn't talk, it is effective only on intelligent creatures. Thus, it has no effect on animals and the like. Furthermore, the audience must be watching the character since part of the deception is visual (‘Hey, his lips don't move!’). Using ventriloquism to get someone to look behind him does not work, since the voice is not actually behind him (this requires the ventriloquism spell). All but those with the gullibility of children realize what is truly happening. They may be amused--or they may not be.


Weaponsmithing

This highly specialized proficiency enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to create blades of strength and sharpness. A fully equipped smithy is necessary to use this proficiency.

The time and cost to make various types of weapons are listed on Table 41.

Table 41:

Weapon Construction

Construction	Material

Weapon	Time	Cost

Arrowhead	10/day	1 cp

Battle Axe	10 days	10 sp

Hand Axe	5 days	5 sp

Dagger	5 days	2 sp

H. Crossbow	20 days	10 sp

L. Crossbow	15 days	5 sp

Fork, Trident	20 days	10 sp

Spear, Lance	4 days	4 sp

Short Sword	20 days	5 sp

Long Sword	30 days	10 sp

2-hd Sword	45 days	2 gp


Weather Sense

This proficiency enables the character to make intelligent guesses about upcoming weather conditions. A successful proficiency check means the character has correctly guessed the general weather conditions in the next six hours. A failed check means the character read the signs wrong and forecast the weather incorrectly. The DM should roll the check secretly. A proficiency check can be made once every six hours. However, for every six hours of observation, the character gains a +1 bonus to his ability score (as he watches the weather change, the character gets a better sense of what is coming). This modifier is cumulative, although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus.

Sometimes impending weather conditions are so obvious that no proficiency check is required. It is difficult not to notice the tornado funnel tearing across the plain or the mass of dark clouds on the horizon obviously headed the character's way. In these cases, the player should be able to deduce what is about to happen to his character anyway.


Weaving

A character with weaving proficiency is able to create garments, tapestries, and draperies from wool or cotton. The character requires a spinning apparatus and a loom. A weaver can create two square yards of material per day.


Armorer

This character can make all of the types of armor listed in the Player's Handbook, given the proper materials and facilities. When making armor, the proficiency check is rolled at the end of the normal construction time.

The time required to make armor is equal to two weeks per level of AC below 10. For example, a shield would require two weeks of work, whereas a suit of full plate armor would require 18 weeks of work.

If the proficiency check indicates failure but is within 4 of the amount needed for success, the armorer has created usable, but flawed, armor. Such armor functions as 1 AC worse than usual, although it looks like the armor it was intended to be. Only a character with armorer proficiency can detect the flaws, and this requires careful and detailed inspection.

If the flawed armor is struck in melee combat with a natural die roll of 19 or 20, it breaks. The character's AC immediately worsens by 4 additional classes (although never above 10), and the broken armor hampers the character's movement. Until the character can remove the broken armor (a process requiring 1d4 rounds), the character moves at ½ of his normal rate and suffers a -4 penalty to all of his attack rolls.

If an armorer is creating a suit of field plate or full plate armor, the character who will use the armor must be present at least once a week during the creation of the armor, since such types of armor require very exact fitting.


Farmer

Basic agriculture.


Forester

Basic wood lore, lumbering.


Gambler

Knowledge of gambling games.


Groom

Animal handling.


Limner/Painter

Map making, appraisal of art objects.


Scribe

Reading, writing, basic math.


Shipwright

Sailing, carpentry.


Teamster/Freighter

Animal handling, wagon repair.


Trader/Barter

Appraisal of common goods.


Trapper/Furrier

Basic wood lore, skinning.


Allergies

This disadvantage is typically a hay fever problem, where the character is subject to sneezing outdoors. The actual campaign environment makes a great deal of difference—in winter settings, this isn’t much of a problem, for example. The DM should be careful to create some settings where the character’s allergies are in fact a disadvantage.

The game effects of allergies can come up in several ways. A Wisdom/Willpower check can be called upon to stifle a sneeze when the character’s party is setting up an ambush along a forest trail. If the character suffers from severe allergies, his Strength/Stamina score and Constitution/Health scores must be reduced by 1–6 points when the pollen count is high.

Other allergies can be created. A character who is allergic to mold, for example, might suffer these same effects when in a damp, underground location. As well, he might suffer double damage from mold-based attacks. An allergy to bee stings or to certain types of food or animals are less likely to affect the game, but the DM could offer to negotiate a lower character point bonus for the character who has a lesser allergy as a disadvantage.


Bad Tempered

This character has difficulties with the niceties of social interaction, and is quick to take insult at any number of slights—real or imagined. The DM should require the player to make Wisdom/Willpower checks when the character is given some cause to be insulted. If the check fails, the character is likely to shoot off his mouth in a rude fashion. (Usually, the bad temper will not cause the character to attack others, and certainly not with weapons). However, it is not inconceivable that the character’s remarks will insult the NPC to the point where combat results. More often, however, the character’s bad temper will cause a non-violent situation—negotiations with a merchant are broken off, a nobleman who was thinking of hiring the PCs changes his mind, or a guardsman denies the party entrance to a city or castle. Dwarves receive 1 extra character point when they choose this disadvantage.


Bruise Easily

This disadvantage can be a real drawback for a character who spends a lot of time in harm’s way. Every time the character suffers damage from a blunt weapon, or a mishap such as a fall, he suffers 1 extra point of damage for each die of damage rolled. This damage is not as long-lasting as normal damage, recovering at a rate of 1 hit point per turn after the fight. However, if a character’s hit points are reduced to zero, and some of the points of damage are bruise damage, he is rendered unconscious but not dead—much like the damage inflicted by punching.


Clumsy

The character with this disadvantage has the unfortunate habit of dropping things, tripping, or knocking things over at inopportune times. The DM will occasionally require the character to make a Dexterity check. Failure means the character loses his grip, stumbles, or trips. The check can be required as often as the DM desires, though as a general rule two or three times a gaming session probably will be adequate.


Colorblind

This relatively innocuous disadvantage means that the character cannot distinguish colors. For game purposes, he sees things in black, white, and shades of gray.


Compulsive Honesty

The character with this disadvantage cannot tell a lie and cannot behave in a deceitful fashion. He tends to be blunt rather than tactful, even if this means insulting someone who he and his companions are trying to impress.

The character could participate in a deception—but only if it is a matter of life and death. Even then, the character must make a Wisdom/Willpower check every time he is called upon to speak a falsehood or to act out a role in front of witnesses. Failure of the role means that the character shrugs and comes clean—”You’re right, my lord. I’m not here in the marketplace to shop for rugs, but to steal the plans for the castle’s defenses.”


Cowardice

This is a hefty disadvantage for an adventuring character. The character might want to be brave and to fight heroically, but an inner voice of caution constantly suggests the merits of flight or concealment. Halflings receive 1 extra character point when they choose this disadvantage.

When a violent encounter begins, the character must pass a Wisdom/Willpower check to overcome his cowardice. The roll is 1/2 the character’s Wisdom/Willpower if this is a severe disadvantage. If the check is successful, the character can behave in any fashion for the duration of the encounter. If the check fails, however, the character will seek to leave, to hide behind friends, or to otherwise cravenly attempt to avoid the fight.

The character is allowed to make another Wisdom/Willpower check each subsequent round during the encounter. He flees or hides as long as he fails, but as soon as he passes the check he can perform normally—and is exempt from any further checks. (Of course, if he tried to hide behind his friends, a second violent encounter might occur immediately after the first is resolved!)


Deep Sleeper

The character with this disadvantage will only awaken when disturbed by a very loud noise, or by physical prodding, shaking, etc. When the character does wake up, it will take 1–6 rounds before he is capable of any action other than groggily sitting up and trying to figure out what’s going on.


Fanaticism

This can be a substantial disadvantage for a character, though it requires a significant role-playing commitment on the part of the player. The fanaticism can be dedication to a particular cult, religion, or god, or it can be more worldly-based, in the sense of overwhelming loyalty to a state, to a military presence, or to a particular leader.

Whatever their sources, the different types of fanaticism have several things in common. If a certain code of behavior is called for by the belief, then the character must conform to that behavior—even if it conflicts with the immediate goals of the PC and his companions. While fanaticism is not necessarily evil, it may certainly become tiresome to those who do not share the fanatic’s beliefs.


Greed

A character with this disadvantage is compelled to seek riches by whatever means possible. His greed will interfere with the sharing of expedition spoils, and may cause the character to alienate powerful NPCs who would otherwise be inclined to help.

Alternately, a character with this disadvantage can be described as greedy for power. In this case, he will seek to control others by persuasion, threats, and even force. He will seek to amass as many henchmen as possible, and he will not hesitate to employ these agents to add to his base of power. Dwarves receive 1 extra character point when they choose this disadvantage.


Irritating Personality

This disadvantage can make it difficult for the character to obtain cooperation and aid from others. During encounters with NPCs, the DM should require the character to make a Wisdom/Willpower check to resist the effects of the disadvantage. A failed check means the irritating aspects of the PC’s personality rise to the surface.

It is best to role-play the specifics of the character’s behavior—is a fighter exceptionally critical, does a wizard laugh at inappropriate times, or does a thief behave in a very uncouth fashion? The player is free to devise the irritating elements of the character’s persona, and if encounters are role-played the disadvantage will take care of itself.


Lazy

A lazy character will never do any more work than is absolutely necessary. He will rely on his companions to do things such as build campfires, cook, and keep watch through the night. The character will generally neglect details of preparedness in favor of catching a few minutes more sleep. However, if he really wants to do something that does not have a clear and urgent need (digging a trench around a camp in case an attack is made against them, for example) the character can roll a Wisdom/Willpower check. A –4 modifier applies to the character’s Willpower score, however, and failure of the check means that the character decides the time could be better used by catching a little shut-eye—or at least by lying in the shade somewhere.


Powerful Enemy

A powerful enemy is a disadvantage that must be incorporated into the background and story of a campaign—obviously, with a lot of input from the DM. A character with a powerful enemy acquired that bitter foe before the start of the campaign. The enemy can be a monster, or perhaps a high level wizard or cleric, or it can be a nobleman, demihuman ruler, or perhaps a bandit chieftain. The reason for this vendetta should be defined by the DM, and can go back even to before the character’s birth—a family feud, for example, or a need to remove the last heir to a line.

Whatever the enemy’s nature, it must be powerful and pervasive enough to affect the character wherever he goes in the campaign. While this does not mean that the PC’s life is one long chase scene, he will need to keep a wary eye over his shoulder. The enemy will routinely send agents after the character. Also, the enemy should have good conduits of information, being able to keep general tabs on the PC in city, town, and perhaps even wilderness environments.


Phobia—Crowds

The character becomes panicked when surrounded by people, demihumans, humanoids, etc. Shopping in marketplaces, dining at massive feasts, and celebrating at festivals are all problems. The character must make a successful Wisdom/Willpower check to enter such a setting. If a crowd gathers, the character must check as soon as the DM judges that the PC is in the midst of a throng. If the character fails the Willpower check, he will seek a private nook or cranny to get out of sight, or try to leave the premises altogether. Even if he passes, the success only lasts 2–12 turns—then the character must make another check.


Phobia—Darkness

A real drawback for a dungeon crawler, this disadvantage compels a character find or create, some source of light when surrounded by utter darkness. The character will be reluctant to enter darkened settings, only doing so after a successful Wisdom/Willpower check. He can repeat the check every 1–6 turns, if necessary, perhaps modified by persuasion or cajolery by comrades. The check is not necessary if some light is present, though the character still will be nervous and uncomfortable in a role-playing sense.

If the character passes the check, he can force himself to enter the darkness. He also must check if suddenly immersed in darkness—for example, if the party’s torches are suddenly doused within the dungeon. Failure of this check can result in the character fleeing headlong down a corridor or freezing, terrified, in place (clinging to a subterranean cliff, perhaps). If circumstances do not dictate one or the other, flip a coin to determine which reaction the character suffers.


Phobia—Enclosed Spaces

This has effects similar to the darkness phobia, though of course the presence of light is immaterial—this phobia can strike in a lighted room or in a narrow, winding tunnel. In general, when the ceiling is no more than two feet overhead, and the walls are within two feet of the character’s outstretched hands, he’ll have trouble. As with the fear of darkness, the character must check Wisdom/Willpower before entering an enclosed area.


Phobia—Heights

This character has difficulty climbing ladders and ropes, perching on walls, and negotiating steep, cliff-side trails. He will be eager to look for another way around if such a climb is called for, but if he makes a successful Wisdom/Willpower check he can overcome his fear. If the check fails, however, the character will do everything possible to avoid the climb. Another check is allowed 2–12 turns later.


Phobia—Magic

The character with this fear is nervous about all things magical—spells, creatures, and items. Although he may wear and use magical items that do not have visible effects (including magical weapons and armor, rings of protection, and the like), he will not ingest potions, wear a ring of invisibility, or learn or cast spells.

If attacked by a magic-wielder using a spell with visible effects, the character must make a Wisdom/Willpower check or flee as described in the introduction to the phobia section. The appearance of a magical creature, such as a genie, lycanthrope, or undead, will also force this check.


Phobia—Monster

The player and DM must agree upon a specific monster the character fears. It must be a not-infrequently encountered creature in the campaign world—perhaps goblins, orcs, ogres, trolls, giants, etc. When the character encounters the feared monster, a check as described above is required.


Phobia—Snakes

This is similar to the monster phobia, except that it relates to all sorts of snakes and worms. It includes creatures, such as medusae, which have snakelike parts.


Phobia—Spiders

Like the monster phobia, this character has a problem with arachnids of all shapes and sizes, naturally including the monstrous varieties. Additionally, this character must make a Wisdom/Willpower check with a –4 modifier if ensnared in a web spell. Failure means the character panics to such an extent that he enwraps himself in the web for the maximum duration of the spell’s effect.


Phobia—Undead

As with the other specific creature phobias, this fear requires a Wisdom/Willpower check at the beginning of an encounter. Further, the character must pass a check before he can enter a location where he reasonably expects undead to be. This latter check can be repeated at 2–12 turn intervals, if necessary.


Phobia—Water

This character cannot have a swimming proficiency. He fears boats and narrow footbridges, and he will not be compelled to enter water that is much deeper than his waist.


Tongue-Tied

This disadvantage crops up when the character tries to discuss important topics with companions and NPCs. The character has the tendency to incorrectly state facts, forget names, and just generally say the wrong thing. The main effect of the disadvantage is to enhance role-playing, though the DM should modify NPC reaction rolls, typically by –2.


Unlucky

The character with this disadvantage does not suffer penalties on his die rolls. However, he has the knack for being in the wrong place at the right time. He can be in a city of 10,000 people—and if there’s one person he doesn’t want to see, chances are good that individual is approaching around the next corner. If this character makes a pass at a young woman, she turns out to be the Captain of the Guard’s daughter. And if only one member of the party loses his bedroll in a downpour, the unlucky PC is naturally the one to sleep on the cold, muddy ground.


Allergies

This disadvantage is typically a hay fever problem, where the character is subject to sneezing outdoors. The actual campaign environment makes a great deal of difference—in winter settings, this isn’t much of a problem, for example. The DM should be careful to create some settings where the character’s allergies are in fact a disadvantage.

The game effects of allergies can come up in several ways. A Wisdom/Willpower check can be called upon to stifle a sneeze when the character’s party is setting up an ambush along a forest trail. If the character suffers from severe allergies, his Strength/Stamina score and Constitution/Health scores must be reduced by 1–6 points when the pollen count is high.

Other allergies can be created. A character who is allergic to mold, for example, might suffer these same effects when in a damp, underground location. As well, he might suffer double damage from mold-based attacks. An allergy to bee stings or to certain types of food or animals are less likely to affect the game, but the DM could offer to negotiate a lower character point bonus for the character who has a lesser allergy as a disadvantage.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Clumsy

The character with this disadvantage has the unfortunate habit of dropping things, tripping, or knocking things over at inopportune times. The DM will occasionally require the character to make a Dexterity check. Failure means the character loses his grip, stumbles, or trips. The check can be required as often as the DM desires, though as a general rule two or three times a gaming session probably will be adequate.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Cowardice

This is a hefty disadvantage for an adventuring character. The character might want to be brave and to fight heroically, but an inner voice of caution constantly suggests the merits of flight or concealment. Halflings receive 1 extra character point when they choose this disadvantage.

When a violent encounter begins, the character must pass a Wisdom/Willpower check to overcome his cowardice. The roll is 1/2 the character’s Wisdom/Willpower if this is a severe disadvantage. If the check is successful, the character can behave in any fashion for the duration of the encounter. If the check fails, however, the character will seek to leave, to hide behind friends, or to otherwise cravenly attempt to avoid the fight.

The character is allowed to make another Wisdom/Willpower check each subsequent round during the encounter. He flees or hides as long as he fails, but as soon as he passes the check he can perform normally—and is exempt from any further checks. (Of course, if he tried to hide behind his friends, a second violent encounter might occur immediately after the first is resolved!)


Phobia—Crowds

The character becomes panicked when surrounded by people, demihumans, humanoids, etc. Shopping in marketplaces, dining at massive feasts, and celebrating at festivals are all problems. The character must make a successful Wisdom/Willpower check to enter such a setting. If a crowd gathers, the character must check as soon as the DM judges that the PC is in the midst of a throng. If the character fails the Willpower check, he will seek a private nook or cranny to get out of sight, or try to leave the premises altogether. Even if he passes, the success only lasts 2–12 turns—then the character must make another check

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Phobia—Darkness

A real drawback for a dungeon crawler, this disadvantage compels a character find or create, some source of light when surrounded by utter darkness. The character will be reluctant to enter darkened settings, only doing so after a successful Wisdom/Willpower check. He can repeat the check every 1–6 turns, if necessary, perhaps modified by persuasion or cajolery by comrades. The check is not necessary if some light is present, though the character still will be nervous and uncomfortable in a role-playing sense.

If the character passes the check, he can force himself to enter the darkness. He also must check if suddenly immersed in darkness—for example, if the party’s torches are suddenly doused within the dungeon. Failure of this check can result in the character fleeing headlong down a corridor or freezing, terrified, in place (clinging to a subterranean cliff, perhaps). If circumstances do not dictate one or the other, flip a coin to determine which reaction the character suffers.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Phobia—Enclosed Spaces

This has effects similar to the darkness phobia, though of course the presence of light is immaterial—this phobia can strike in a lighted room or in a narrow, winding tunnel. In general, when the ceiling is no more than two feet overhead, and the walls are within two feet of the character’s outstretched hands, he’ll have trouble. As with the fear of darkness, the character must check Wisdom/Willpower before entering an enclosed area.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Phobia—Heights

This character has difficulty climbing ladders and ropes, perching on walls, and negotiating steep, cliff-side trails. He will be eager to look for another way around if such a climb is called for, but if he makes a successful Wisdom/Willpower check he can overcome his fear. If the check fails, however, the character will do everything possible to avoid the climb. Another check is allowed 2–12 turns later.

If attacked by a magic-wielder using a spell with visible effects, the character must make a Wisdom/Willpower check or flee as described in the introduction to the phobia section. The appearance of a magical creature, such as a genie, lycanthrope, or undead, will also force this check.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Phobia—Magic

The character with this fear is nervous about all things magical—spells, creatures, and items. Although he may wear and use magical items that do not have visible effects (including magical weapons and armor, rings of protection, and the like), he will not ingest potions, wear a ring of invisibility, or learn or cast spells.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Phobia—Monster

The player and DM must agree upon a specific monster the character fears. It must be a not-infrequently encountered creature in the campaign world—perhaps goblins, orcs, ogres, trolls, giants, etc. When the character encounters the feared monster, a check as described above is required.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Phobia—Snakes

This is similar to the monster phobia, except that it relates to all sorts of snakes and worms. It includes creatures, such as medusae, which have snakelike parts.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Phobia—Spiders

Like the monster phobia, this character has a problem with arachnids of all shapes and sizes, naturally including the monstrous varieties. Additionally, this character must make a Wisdom/Willpower check with a –4 modifier if ensnared in a web spell. Failure means the character panics to such an extent that he enwraps himself in the web for the maximum duration of the spell’s effect.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Phobia—Undead

As with the other specific creature phobias, this fear requires a Wisdom/Willpower check at the beginning of an encounter. Further, the character must pass a check before he can enter a location where he reasonably expects undead to be. This latter check can be repeated at 2–12 turn intervals, if necessary.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Phobia—Water

This character cannot have a swimming proficiency. He fears boats and narrow footbridges, and he will not be compelled to enter water that is much deeper than his waist.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.


Allure

This trait allows a character to attract romantic attention from NPCs, at the player’s option. The character can conceal the trait any time, but when it is in effect it can modify the reaction rolls of NPCs who might be affected—perhaps by as much as +3. The trait is only effective if there is a reasonable chance of the PC drawing romantic attention from the NPC—at the very least the NPC must be of the opposite sex and of at least young adult age.

A character with the allure trait can receive one henchman above the normal maximum—if at least one of the henchmen has a romantic interest, however unrequited and hopeless, with the player character. Elves can purchase this trait for 1 less character point than the listed amount.


Ambidexterity

This character is equally skilled with the use of either hand. This trait carries over into training, so that the PC can use weapons, bear a shield, and perform acts of strength equally well with the right or left hand. The character is good at the two weapon fighting style, suffering no penalty for the first hand, and only a –2 penalty for off-hand use.


Animal Empathy

The character possesses an inherent ability to relate to animals. The character will generally receive a positive reaction from domesticated animals, and can soothe the fears of captive wild animals with remarkable consistency. For example, with a successful Wisdom/Willpower check, the character can encourage a domesticated animal to approach, or silence a barking watchdog. The character, as a rule, cannot persuade wild animals to lose their fear of humans. Also, the trait is useless if the character attempts to deceive an animal into approaching for the cause of harming it—i.e. the cow won’t be persuaded to walk over to the fence so that the character can butcher it.


Artistic Ability

The character has talent with the use of brushes and paint, charcoal sketching, and the sculptor’s knife. Even without any related proficiency the character can render realistic maps and mold simple objects from clay. When this trait is coupled with training, the character can create works of real artistic merit. Whether these have worth in monetary terms or as relating to the character’s status in the campaign world are circumstances that must be adjudicated by the DM. As a general rule, the character’s work as a potter, tailor, weaver, painter, blacksmith, leather worker, or sculptor will fetch 1–50% more than the typical cost for such products.


Climate Sense

This trait provides a character with an innate sense of impending (within one hour) changes in the weather. The DM might require a Wisdom/Intuition check before the character can make the determination. Other circumstances may be obvious enough that the character will know with certainty that the temperature will fall drastically, or that a tremendous rainstorm is about to begin.


Double-jointed

The character has a unique ability to wriggle out of ropes, manacles, brackets, chains, and other bonds. The bound character can make a Dexterity/Agility check when attempting to twist free of the bonds. Such an escape requires 1d6 rounds for each limb that is bound. If the character is secured by metal brackets or chains, the check is made at 1_2 (rounded up) of the Agility score. Halflings add a +1 bonus to their modified Agility score when using this proficiency.


Empathy

The character with this trait has an innate ability to sense the motivations, emotions, and possibly the intentions, of others. If the character can observe a group of NPCs for 1d6 rounds, the DM can allow a Wisdom/Intuition Check. Success means that the character has understood something significant about the discussion or plans of those NPCs. The empathetic character does not have to speak the language of the NPCs (though the DM can allow a +2 modifier if the tongue is known).

If the NPCs are of a very different race (such as monsters), the check can be modified to 1_2 the character’s Wisdom/Intuition score. However, the DM can also add positive or negative modifiers if the character has an extra long or short time to observe, or watches from an especially advantageous or disadvantageous position.


Fast Healer

This highly useful trait allows a character to recover 1 hit point of damage within 2–12 turns of receiving a wound. Also, the character naturally heals at a rate of 2 hit points, not 1, per day.


Glibness

The character has the knack of dissuading the suspicions of NPCs. The PC must speak the same language as those he is trying to impress, and players are encouraged to role-play the glibness attempt.

Situations where this might arise include characters trying to talk their way past the guards at a city gate, turning aside the hostility of a bullying thug, or disarming the suspicions of a merchant who suspects the PCs of thievery. Characters can make Wisdom/Intuition checks to see if their glibness is successful.

Of course, if the guards are looking for a smuggler that fits one of the characters’ descriptions, or the bully really wants to beat up, say, a blond elven rogue, or the merchant saw the fellow steal a bracelet, no glibness attempt is possible.

Halflings can purchase this trait for 1 less character point than the listed amount.


Impersonation

This trait represents the acting talent in the modern world—the character has a natural ability to fall into a role, and to project that role believably to others. A character with the impersonation trait gains a +2 bonus to all rolls made using the disguise proficiency.

Additionally, the character can assume a disguise immediately—i.e., without benefit of costume or makeup. Such an impromptu disguise cannot alter the character to assume a specific identity, nor can it alter the appearance of his race or, except under unusual circumstances, sex.


Inherent Immunity/Poison

This trait enhances the character’s natural resistance to poisons—inhaled, ingested, and injected. The character receives a +1 bonus to all saving throws versus any kind of toxin. Additionally, the damage done by virulent poisons is reduced by –1 point per die (to a minimum of 1), and the duration of paralytic and other temporary poisons is reduced by 1 round (or turn) per die rolled.

Dwarves can purchase this trait for 1 less character point than the listed amount.


Inherent Immunity/Disease

The character with this trait has a strong resistance to diseases of all types. When a saving throw is allowed against a possible infection, the character gains a +3 bonus. If there is an infection, the duration of the disease is reduced—by one day, week, etc.,—for each die rolled to determine this time period. This immunity does not apply to magical enchantments and curses, such as lycanthropy.


Inherent Immunity/Cold

This character is able to remain comfortable in temperatures that most find chilling, and he can sometimes avoid the worst effects of cold-based attacks such as white dragon breath. In game terms, the character gains a +2 bonus to saving throws against cold attacks (but only physical cold; not, for example, against the chilling touch of a wight).

Additionally, the character can reduce his level of encumbrance caused by winter garments. In those cases where the DM might require some penalty for a party that must bundle up in furs, parkas, mittens, and boots, the character with this trait can dress one level of encumbrance lighter and still avoid the effects of the weather.


Inherent Immunity/Heat

Like the immunity to cold, this trait confers an advantage on the character in certain types of climates, and improves saving throw chances against fire- and heat-based attack forms. The saving throw bonus is a +1, and applies to saving throws against such magical infernos as red dragon breath and against the effects of lava or normal fire.

The DM can determine the benefits conferred by this trait against environmental heat, such as deserts and tropical weather. In general, under these types of conditions, a character with this type of immunity can travel twice as far as his companions without suffering fatigue.


Internal Compass

Characters with this trait have a general idea of where they are, and in which direction they are facing when out of doors. In the wilderness, this means that their chance of becoming lost is reduced by 5%. When using the navigation proficiency, characters with this trait receive a +1 bonus to their proficiency score.


Keen Eyesight

These characters have “eagle eyes.” That is, they can perceive details at about twice the range of characters with normal vision. Keen eyesight does not improve a character’s ability to see in the dark, nor does it convey unique peripheral vision. However, if a group of companions make out a party in the distance, the keen-eyed character might be able to tell the whether the party consists of humans or goblins. When the others can discern the race of the distant party, this character can tell how they’re armed and how they’re dressed.

A character with the keen eyesight trait receives a +1 bonus on all rolls to hit with a missile weapon at long range.

Elves can purchase this trait for 1 less character point than the listed amount.


Keen Hearing

This trait means that the character possesses excellent aural acuity—able to hear the proverbial pin drop. In cases where hearing can be a factor in avoiding surprise, this character receives a +1 bonus. This applies whenever the PC approaches an ambush, unless background noise (a waterfall, bustling marketplace, windstorm, etc.) could be expected to drown out the inadvertent sounds of the ambushers.


Keen Olfactory Sense

This valuable trait elevates the character’s sense of smell to an uncanny level. In any case where the character might detect an approaching encounter by smelling the other party, this character gets a +1 bonus on chances of being surprised. In addition, this trait gives the character a +2 bonus when using the hunting proficiency. At the DM’s discretion, the character can make a Wisdom/Intuition check to determine whether food or drink has been poisoned or otherwise tainted.


Keen Taste Sense

This trait allows characters to detect foreign substances and unnatural alterations in anything they taste. Characters can make Wisdom/Intuition checks with a +3 modifier. Success means they realize some sort of alteration has been done to the food or drink. Halflings can purchase this trait for 1 less character point than the listed amount.


Keen Touch Sense

A character with this trait has unusually sensitive tactile senses, able to feel the difference between a silver and gold piece, for example. If the character with this trait is a thief, this inherent advantage gives a +5% bonus to pick pockets and open locks attempts. Gnomes can purchase this trait for 1 less character point than the listed amount.


Light Sleeper

This character will awaken at the slightest disturbance—a significant advantage to a small party on the trail where companions would quickly fatigue from alternating watch duty through the night. The character will awaken if he hears any unusual noise, such as the unmuffled footsteps of someone approaching the camp. This includes the approach of anyone wearing metal armor, or creatures carrying weapons or conversing.

If the sleeping character is approached by someone who is working very hard at being stealthy, the DM can allow the light sleepers to make Wisdom/Intuition checks; success means they become aware of the intruder, while failure means they continue to sleep. This latter category includes NPCs in leather armor, and monsters with natural stealth and which are not encumbered by weapons and armor.

If a light sleeper is approached by a thief who is successful at a move silently attempt, then the sleeping character is not allowed the Intuition check, since there is no sound to alert the sleeper.


Lucky

The luck that seems to bless this character is not a matter of improving the odds of various die rolls, nor of gaining increased benefits to other game situations. Rather, it is that this character seems to have a knack for being in the right place at the right time. The DM may require a Wisdom/Intuition check to determine if the character will be lucky.

If the party is searching for a way to cross a deep, placid river—and the lucky character can make an Intuition check, the party will stumble upon a boat hidden in the reeds by the shore.


Music/Singing

This trait provides the character with a finely-pitched, well-modulated voice—the kind of singing voice that everyone likes to hear. If this talent is combined with the singing proficiency, the character can impress nobles and commoners alike with musical performances, perhaps becoming a bard or minstrel of some repute. This talent also adds +2 bonus to the character’s singing proficiency score.


Music/Instrument

The character with this trait has the manual dexterity and musical sensibility to skillfully operate an instrument such as a harp, flute, lyre, drum, etc. While the trait does not convey the knowledge of how to play any instrument—that must come from a proficiency—this inherent talent assures that the character may quite possibly rise to a significant level of fame for his musical performances. The character can more readily learn to play musical instruments as note in the musical instrument proficiency description.


Obscure Knowledge

The character with this trait is the fantasy version of the trivia buff. The character has a mind that grasps, permanently, little bits of information from here and there—items that, at first blush, might not have any useful application. The typical procedure for the character using this trait would require an Intelligence/Learning check. If the check is successful, the character has stored away some trivial bit of information about a topic at hand.

The use of this trait is up to the DM, though the player can make requests when an opportunity arises. For example, as the character approaches Castle Dunleven, the player might ask the DM if his character remembers anything about the castle or its occupants. If the Intelligence/Learning check is successful, the DM can inform the character that Lord Dunleven is an elderly widower, who has a beautiful daughter whom he jealously guards against any potential suitors. Or, just as likely, the character might remember that Dunleven is known for its fine wines or cheeses, and that the vintage of five years back is particularly prized. Gnomes can purchase this Trait for 1 character point less than the listed amount.


Precise Memory

This trait indicates a character who has a “photographic memory.” For example, once seeing a piece of heraldry, the character will remember what house or noble that symbol represents. If this character looks at a map, and has the time to study it in detail, he can be expected to remember that map with a great deal of accuracy. In most circumstances this memory is fairly automatic. But in cases of intricate detail, or if a long time lapses since the character first observed something, the DM can require an Intelligence/Learning check before providing the player with the information.

This trait refers primarily to the recollection of things that the character has seen written down or rendered in artwork. If the character has the reading/writing proficiency, it applies also to things that he has read.


Alertness

These characters are blessed with a combination of peripheral vision, good hearing, and mental stamina that makes them very resistant to surprise. Such characters receive a +1 bonus when the DM determines if the alert characters and their party must roll for surprise.


Wild Talents

A wild talent is a hero from any character class other than the psionicist class who has natural psionic potential. This potential can be present in any character, regardless of class, alignment, or race. The alignment restrictions of the psionicist class don’t apply to wild talents.

Wild talents have one or two psionic powers, up to three psionic defenses, and up to three psionic attacks at their disposal once they’ve reached full power. The psionic defenses come naturally, one at a time, according to the Psionic Progression table.

Psionic attacks are only gained after the PC places the contact proficiency in an available nonweapon proficiency slot. A wild talent chooses one of the five attack forms at that time. He may select a second and a third attack form when slots become available according to his group proficiency progression (as outlined in the Player’s Handbook).


Boat Piloting

This proficiency is useful for negotiating challenging waters with a rowboat, canoe, or small dory. When shooting a rapids, trying to stay afloat in a storm, or trying to row upstream against a strong current, the character will succeed without a proficiency check—unless the water conditions are very extreme. In this case, the DM will require an appropriately modified roll; a successful roll means that the character negotiates the challenge and no further checks are necessary (until the next stretch of rapids, etc.). Failure does not necessarily mean that the boat sinks, but it gets swept away by the current, or turned about, or moderately swamped—with everything and everyone inside getting wet. If the rough water continues, the character must make additional proficiency checks (every 1–6 rounds). The character’s proficiency rating suffers a –1 modifier for each failed check, indicating the difficulty of steering a boat that is slowly filling with water.

The character also knows the basics of sailing, and can effectively maneuver a single-masted sailboat. As above, challenges will require proficiency checks, with failed checks leading to increasingly dire straits.


Deep Diving

A character with this proficiency can add 10 feet per round to his speed of descent when diving into the water, or from the surface. Thus, a character with the deep diving proficiency can descend 30 feet per round, plus modifiers for encumbrance, running start, and height. Likewise, a character with the deep diving proficiency can surface at a rate of 30 feet (not 20 feet) per round.

This proficiency provides characters with the ability to hold their breath for 2/3 their Constitution scores in rounds, not the 1/3 allowed to most characters. Effects of exceeding the allotted time are the same, regardless of proficiency ratings.


Modern Languages

The character has learned one or more languages, other than his native tongue, that are contemporary to the campaign world. For each additional character point spent on modern Languages, the character can speak one additional language.


Orienteering

This is the ability to keep one’s bearings on roadless, trackless land. Proficient characters will not get lost as long as they can either see the sky or have the use of a compass. This means that they can maintain track of a given direction, keeping themselves and their companions traveling in a straight line.

Characters who possess a map and can track their direction of travel can arrive at specific points—towns, ferry crossings, bridges, monuments, wells, springs, etc.—without proficiency checks.

If the map is slightly erroneous, or lacking in crucial details, the characters will have to make successful proficiency checks to accurately arrive at a specific point. This check can be modified for increased difficulty based on poor weather or major problems with the map.


Painting

A character with this proficiency is skilled at rendering images with oil, brush, and canvas. The artist can create reasonable portrayals of people, landscapes, and monsters, and he possesses a knowledge of perspective, shading, and composition. If this proficiency is coupled with the artistic talent trait, the character receives +2 to his base painting score and can create stunningly realistic works, capable of stirring profound reactions in observers—and perhaps worth gold to wealthy NPCs.


Sculpting

The character with this proficiency can render realistic objects out of stone and clay. A high level of sculpting proficiency, coupled with the artistic talent trait, means the character can create statues, statuettes, busts, and other objects of rare and valuable beauty.


Cryptography

The character with this proficiency has some training and skill in deciphering hidden messages and codes. In its basic form, the character is allowed to make a proficiency check when confronted with a coded message. If successful, the DM can reveal a general overview of the secret missive.

This proficiency is more fun when used as an aid to role-playing. Ideally, the use of the cryptography proficiency requires a great deal of involvement from the player—and a certain amount of puzzle design by the DM—instead of simply passing a check and demanding that a coded message be explained by the DM.

Rather, a character with the cryptography proficiency should have the chance of recognizing a code concealed within a written or spoken message, or perhaps hidden by some other medium—an intricately woven tapestry or sculpted piece of heraldry, for example. The DM will usually roll this check secretly, announcing that the character observes something unusual.

If the character notices the encoded sigil, the DM should describe it in considerable detail—word for word, if it is a written message. The character can make an additional proficiency check during the course of the decoding; if successful, the DM can provide a significant clue—a name, place, or date that is mentioned, for example. The bulk of the decoding should still be performed by the player.


Throwing

Characters with this proficiency add 10' to each range category of thrown weapons, and increases the damage or the attack roll by +1 each time they throw a weapon. The player can elect to improve either the damage or attack roll, but the choice must be announced before the attack is made.

For each character point spent on this proficiency (after its initial purchase) a character adds another 5' to thrown weapon ranges. For every 4 additional character points spent, another +1 on the damage or attack rolls is gained—this can be used as a +2 on one or the other, or split as a +1 to attack and +1 to damage.


Astronomy

A character proficient in this skill has a detailed knowledge of the relative movement of stars, moons, and planets. The character can predict with complete accuracy the arrival of eclipses, comets, and other cosmic phenomena (evening and morning stars, full moons, etc.) The astronomer can identify numerous stars and constellations, and gains a +3 bonus to all checks made using the navigation proficiency, providing that the stars can be seen.


Contact

This proficiency gives characters access to the psionic attack forms necessary to open a closed mind. Contact allows characters to gain psionic attacks as they become available with level advancement.

Psionicists automatically receive this proficiency. It doesn’t take up any of their available slots. As a psionicist increases in level, he automatically receives psionic attack forms as outlined on the Psionic Progression table. Psionic attack forms don’t fill up a psionicist’s proficiency slots.

Wild talents, on the other hand, must select contact and place it in an available nonweapon proficiency slot if they want to gain its benefits. Once contact is slotted, a wild talent selects one psionic attack. He may select an additional attack by placing it in an available nonweapon slot after he has advanced the appropriate number of levels, according to his group’s progression rate. Wild talents may never have more than three of the five psionic attack forms.


Mental Armor

This proficiency allows a character to improve his mental armor class (MAC). Each time this proficiency is placed in an available nonweapon slot, the character’s MAC improves. Nonpsionicists improve by +1 for each slot; psionicists improve by +2. The proficiency may only be slotted once per level advancement.


Harness Subconscious

Through the use of this proficiency, a psionicist temporarily boosts his PSP total. To procure these extra PSPs, the psionicist’s PSP total must be at its maximum. Two full days (48 consecutive hours) must be spent gathering energy from subconscious reserves. At the end of this time, the psionicist makes a proficiency check. Success increases his PSP total by 20%, rounded up.

The extra PSPs remain available for 72 hours or until they are used up, whichever comes first. At the end of 72 hours, the psionicist loses as many PSPs as he gained from his current total (though the total won’t drop below 0).

During the 72 hours of boosted energy, the psionicist can’t recover PSPs if his current total equals or exceeds his usual maximum. Once all of the bonus PSPs have been used, PSPs can be recovered normally up to the usual maximum.


Meditative Focus

This proficiency allows a psionicist to focus his mental energy into one discipline, causing all powers within that discipline to receive MTHAC0 roll bonuses; powers related to other disciplines receive MTHAC0 roll penalties.

The psionicist must meditate for 12 consecutive hours. He recovers PSPs normally during this meditative state. When the period ends, the character makes a proficiency check. Success means he has focused his energy into the chosen discipline. All MTHAC0 rolls for powers within that discipline receive a +2 bonus for the next 24 hours or until his PSP total is reduced to 0, whichever comes first. All other disciplines get a –1 penalty for the same period.


Rejuvenation

This proficiency allows a psionicist to recover PSPs more quickly than is usual by entering a rejuvenating trance. This state of deep concentration requires a successful proficiency check. For every hour a hero maintains this trance (and makes the check), he regains PSPs at twice the usual rate (one-quarter of his total instead of one-eighth). He can’t expend PSPs while in this trance, and his state is much like deep sleep.


Axe bonus (5)

+1 to attack rolls with hand or battle axes.


Better Balance (10)

+1 to the Balance subability score. This allows a dwarven character to have more than a 4 point difference in the Dexterity subabilities.


Brewing (5)

+2 to the Brewing proficiency score. The dwarf must have this proficiency to gain this benefit.


Close to the earth (5)

Dwarves with this ability heal faster in subterranean settings. When this character is underground, he heals 2 points of damage overnight rather than the 1 point normally healed by other races. This bonus does not apply if the character is above ground.


Constitution/Health bonus (10)

A Constitution/Health score bonus of +1, because the dwarf is accustomed to the cold and often damp Underdark.


Crossbow bonus (5)

Because dwarves favor crossbows, they gain a +1 attack bonus with any crossbow. Hurled weapons are limited in tunnels, and other bows require large pieces of wood which are not readily accessible.


Determine stability (5)

The character is an expert at determining if the ground is stable. By concentrating for one round, the character can determine if there will be a dangerous tremor, collapse, rockfall or slide when the character enters an area. The chance of success is 1–4 on 1d6.


Determine age (5)

By examining a building or ruins, the dwarf stands an excellent chance of determining the approximate age of the structure. The chance of success is 1–5 on 1d6.


Dense skin (10)

If the dwarf is struck by a blunt weapon, the character suffers only half the damage the attack would normally inflict.


Detect poison (5)

By sniffing food or drink, the dwarf can determine if it has been poisoned. The chance of success is 1–4 on 1d6.


Evaluate gems (5)

A dwarf with this ability can determine within 10% the value of any given gem.


Expert haggler (5)

This dwarf drives a hard bargain. Anything he purchases costs 10% less than the listed price.


Hit point bonus (10)

The dwarf gains an additional hit point each time the character attains a new level.


Illusion resistant (5)

These dwarves gain a +2 bonus on attempts to disbelieve illusions.


Improved Stamina (10)

+1 to the Stamina subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities.


Infravision (10)

Dwarves have infravision to 60 feet—the ability to see heat patterns given off by living warm-blooded creatures in the dark.


Mace bonus (5)

+1 to attack rolls with the footman’s mace.


Meld into stone (10)

Once a day a dwarf with this ability can meld into stone as a priest of the same level.


Melee combat (10)

Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a –4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.


Mining Detection Abilities (10)

A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

•	Determine the approximate depth underground, 1–3 on 1d6.

•	Detect any sliding or shifting walls or rooms, 1–4 on 1d6.

•	Detect any grade or slope in the passage they are passing through, 1–5 on 1d6.

•	Detect stonework traps, pits, and deadfalls, 1–3 on 1d6.

•	Detect new construction in stonework., 1–5 on 1d6.


More muscles (10)

+1 to the Muscle subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities.


Pick bonus (5)

+1 to attack rolls with military picks.


Saving Throw Bonuses (10)

Dwarves gain bonuses to saving throws vs. poison and against magical attacks from rods, wands, and spells based on their Constitution/Health scores. Determine the dwarf’s Constitution/Health score and consult the chart below:

Score	Bonus

4–6	+1

7–10	+2

11–13	+3

14–17	+4

18–20	+5


Short sword bonus (5)

+1 to attack rolls with short swords.


Stealth (10)

If the dwarf is not in metal armor, a –2 penalty is applied to opponent’s surprise rolls if the dwarf is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The dwarf is also difficult to surprise himself and receives a +2 bonus to his own surprise rolls.


Stone tell (10)

Once a day a dwarf with this ability can use the stone tell ability, as a priest of the same level.


Warhammer bonus (5)

+1 to attack rolls with the war hammer.


Aim bonus (10)

+1 to the Aim subability score. This negates the requirement that Dexterity subabilities must be within 4 points of each other. They can be within 5.


Balance bonus (10)

+1 to the character’s Balance subability score. This negates the requirement that Dexterity subabilities must be within 4 points of each other. They can be within 5.


Bow bonus (5)

+1 on attacks with long or short bows.


Cold resistance (5)

+1 bonus on saving throws vs. cold- and ice-based attacks, as the elf’s body is less susceptible to extreme temperatures.


Companion (10)

The elf gains the companionship of a cooshee or an elven cat. See the Animal Master kit for more specifics on companion animals.


Confer water breathing (10)

Once a day, the elf can confer the ability to breathe water upon another individual or creature. This ability lasts one hour for every level of the elf conferring the ability. For example, a 6th level aquatic elf thief could confer water breathing on another for six hours.


Dagger bonus (5)

+1 attack roll bonus with daggers.


Heat resistance (5)

+1 bonus on saving throws vs. heat- and fire-based attacks, as the elf’s body is less susceptible to extreme temperatures.


Infravision (10)

60' infravision range.


Javelin bonus (5)

+1 attack roll bonus when using a javelin.


Less sleep (5)

The elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.


Magic identification (10)

A 5% chance per experience level of identifying the general purpose and function of any magical item, reflecting their interest in the arcane. This is as per the bard ability—see The Player’s Handbook for more information.


Reason bonus (10)

+1 to the Reason subability, due to gray elves’ devotion to developing their intellects.


Resistance (10)

90 percent resistant to sleep and charm-related spells.


Secret doors (5)

Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.


Speak with plants (10)

Once a day, the elf can use the speak with plants ability, as a priest of the same level.


Spear bonus (5)

+1 attack roll bonus when using a spear.


Spell Abilities (15)

Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level. When the character reaches 4th level, he can add, levitate, detect magic, and know alignment.


Stealth (10)

When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a –4 penalty, a –2 if the elf has to open a door.


Sword bonus (5)

+1 on attack rolls using a short sword or a long sword.


Trident bonus (5)

+1 on attack rolls when using a trident.


Animal friendship (10)

Once a day a gnome gains an animal friendship spell ability, as the priest spell, with respect to burrowing animals.


Melee Combat bonus (10)

+1 bonus on their attack rolls vs. kobolds and goblins—the gnomes’ traditional rivals for space and resources. Also, gnolls, bugbears, ogres, half-ogres, ogre magi, trolls, giants, and titans suffer a –4 penalty on their attack rolls vs. gnomes.


Dagger bonus (5)

+1 to attack rolls with daggers.


Dart bonus (5)

+1 to attack rolls with darts, their preferred missile weapon.


Defensive bonus (5)

+1 to Armor Class when in their native underground environment.


Engineering bonus (5)

If the gnome has the engineering proficiency, he gains a +2 bonus to the proficiency score.


Forest movement (10)

The ability to pass without trace through their native woodland as the druidic ability.


Freeze (10)

The ability to “freeze” in place in their underground environment. This gives them a 60% chance not to be noticed by passersby.


Hide (10)

The ability to hide in woods with a chance equal to a thief of the same level’s hide in shadows ability.


Infravision (10)

60' infravision range.


Mining Detection Abilities (10)

A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

•	Determine the approximate depth underground, 1–4 on 1d6.

•	Determine approximate direction underground, 1–3 on 1d6.

•	Detect any grade or slope in the passage they are passing through, 1–5 on 1d6.

•	Detect unsafe walls, ceilings, or floors, 1–7 on 1d10.


Short sword bonus (5)

+1 to attack rolls with short swords.


Saving Throw Bonus (5)

like dwarves, gnomes are resistant to most magic. This grants them a bonus to all saving throws vs. magical wands, staves, rods, and spells. This bonus is determined by the character’s Health sub-ability score. For every 3 1/2 points of Constitution/Health, the gnome receives a +1 bonus. These bonuses are summarized on the chart below.

Score	Bonus

4–6	+1

7–10	+2

11–13	+3

14–17	+4

18–20	+5


Potion identification (5)

A gnome with this ability has a percentage chance equal to his Wisdom score of identifying a potion by appearance and scent.


Reason bonus (10)

+1 bonus to the Reason subability.


Stealth (10)

If the gnome is not in metal armor, a –4 penalty is applied to opponent’s surprise rolls if the gnome is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The gnome is also difficult to surprise himself and receives a +2 bonus to his own surprise rolls.


Aim bonus (10)

+1 to the halfling’s Aim subability score.


Attack bonus (5)

+1 attack bonus with hurled weapons and slings.


Balance bonus (10)

+1 to the Balance subability. This allows the character to have up to a difference of 5 in the Dexterity subability scores.


Detect evil (5)

Halflings are very perceptive. Once a day a halfling with this ability can detect evil in creatures or individuals. This ability does not function on items or locations.


Detect secret doors (5)

The halfling can detect secret and concealed doors, as an elf


Hide (10)

the ability to hide in woods with a chance equal to a thief of the same level’s hide in shadows ability.


Health bonus (10)

+1 to the halfling’s Health subability score.


Infravision (5)

Infravision with a 30' range, which indicates some stout blood in the character’s lineage.


Mining Detection Abilities (5)

A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

•	Determine approximate direction underground, 1–3 on 1d6.

•	Detect any grade or slope in the passage they are passing through, 1–3 on 1d4.


Reaction bonus (5)

+1 to reaction rolls due to other races’ acceptance of halflings.


Saving Throw Bonuses (10)

Halflings have a high resistance to magical spells and poison. This natural block grants halfling characters a bonus to all saving throws vs. magical wands, staves, rods, and spells, and applies vs. any poisonous or toxic substances. This bonus is determined by the character’s Constitution/Health score. For every 3 1/2 points of Health, the character receives a +1 bonus. These bonuses are summarized below. Halflings—unlike dwarves and gnomes—are not hindered when using magical items.

Score	Bonus

4–6	+1

7–10	+2

11–13	+3

14–17	+4

18–20	+5


Stealth (10)

Like elves, halflings gain a bonus to surprise opponents, but only if the halfling is not wearing metal armor. The halfling can move so quietly that opponents suffer a –4 penalty to their surprise rolls. If the halfling must open a door or move aside some other obstruction, this penalty is reduced to –2.


Taunt (5)

Once a day the halfling can taunt someone, as per the 1st level wizard spell.


Bow bonus (5)

+1 to attack rolls with any bows other than crossbows.


Cold resistance (5)

+1 bonus on saving throws vs. cold- and ice-based attacks, as the elf’s body is less susceptible to extreme temperatures.


Detect secret doors (5)

because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.


Health bonus (10)

+1 bonus to the character’s Health subability score; the score can be up to 5 points higher than the character’s Fitness score.


Heat resistance (5)

+1 bonus on saving throws vs. heat- and fire-based attacks, as the elf’s body is less susceptible to extreme temperatures.


Infravision (10)

Infravision with a range of 60'.


Less sleep (5)

The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.


Resistance (5)

30% resistance to sleep and charm spells.


Stealth (10)

When the half-elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a –4 penalty, a –2 if he has to open a door.


Sword bonus (5)

+1 to attacks with long swords or short swords.


Active sense of smell (5)

The character’s sense of smell is sensitive enough to give a +1 bonus to surprise rolls.


Acute taste (5)

The character’s sense of taste is so sensitive he gains a +2 bonus to saving throws vs. imbibed poisons.


Attack bonus (5)

+1 attack bonus with one weapon of the player’s choice.


Damage bonus (5)

+1 damage bonus with one weapon of the player’s choice.


Fitness bonus (10)

+1 bonus to the character’s Fitness subability score, due to his hardy heritage. The character’s Fitness score may be up to 5 points higher than his Health subability score.


Infravision (10)

Infravision with a 60' range.


Mining Detection Abilities (5)

A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

•	Detect any grade or slope in the passage they are passing through, 1 on 1d4.

•	Detect new construction in stonework., 1–2 on 1d6.


Stamina bonus (10)

+.1 bonus to the character’s Stamina subability score. The character’s Stamina score may be up to 5 points higher than his Muscle subability score.


Attack bonus (5)

+1 attack bonus with one melee weapon.


Damage bonus (5)

+1 to damage rolls with one melee weapon


Fitness bonus (10)

+1 bonus to the character’s Fitness subability score, due to his hardy heritage. The character’s Fitness score may be up to 5 points higher than his Health subability score.


Hit point bonus (10)

One additional hit point whenever new hit points (for advancing to a new level) are rolled.


Infravision (5)

Infravision with a 30' range.


Muscle bonus (10)

+1 bonus to the character’s Muscle subability score, due to his great size. The character’s Muscle score may be up to 5 points higher than his Stamina subability score.


Poison resistance (5)

+1 to saving throws versus poison.


Tough hide (5)

Half-ogres have a natural Armor Class of 8. If the character wears armor that would improve his AC to better than 8, this ability has no effect. If the character wears armor that gives him an AC of 8 or worse, he may add a +1 bonus to his Armor Class.


Attack bonus (5)

+1 to attack with any weapon of the human’s choice.


Balance bonus (10)

+1 bonus to the character’s Balance subability score. The character’s Balance score may be up to 5 points higher than his Aim subability score.


Experience bonus (10)

+5% experience point bonus. This is cumulative if the human meets the class requirements to gain a 10% experience point bonus.


Health bonus (10)

+1 bonus to the character’s Health subability score. The character’s Health score may be up to 5 points higher than his Fitness subability score.


Hit point bonus (10)

One additional hit point whenever new hit points (for advancing to a new level) are rolled.


Secret doors (10)

A human with a trace of elven blood may have the ability to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows the character a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, the character’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.


Tough hide (10)

A few rare human characters have a natural Armor Class of 8. If the character wears armor that would improve his AC to better than 8, this ability has no effect. If the character wears armor that gives him an AC of 8 or worse, he may add a +1 bonus to his Armor Class.


Infravision (Deep Dwarf)

Infravision with a 90' range.


Infravision (Gray Dwarf)

Infravision with a 120' range.


Melee Combat Bonuses (Deep Dwarf)

Attack bonus applies vs. drow, troglodytes, and orcs.


Melee Combat Bonuses (Gray Dwarf)

No attack bonus applies, the character receives only the defensive benefits.


Infravision (Dark Elf)

Infravision with a 120' range.


Infravision (Deep Gnome)

Infravision with a 120' range.


Melee Combat Bonuses (Deep Gnome)

Svirfneblin only gain defensive adjustments; they have no attack roll bonuses versus particular enemies.


Melee Combat Bonuses (Forest Gnome)

Forest gnomes may apply their defensive adjustment when fighting any man-sized or larger creatures; their racial enemies are orcs, lizard men, troglodytes, or any creature which they have directly observed damaging woodlands.


Sling bonus (5)

+1 bonus “to hit” when using a sling.


Water breathing (10)

The elf can breathe under water for 1 hour per experience level per day.


Water breathing (Aquatic Elf)

A full-blooded aquatic elf can breathe under water indefinitely.


Infravision (Stout Halflings)

Infravision with a 60' range.


Charge Attack

The creature is capable of making a charge attack, gaining a +2 bonus to attack and inflicting double damage with an impaling weapon such as a spear, javelin, or lance. Aarakocra perform a diving attack, centaurs charge like knights, and bullywugs leap at their enemies.


Move Silently

The creature can move silently, as the thief ability, with a base success of 40%, +5% per level.


Hide in natural settings

The creature can hide in natural settings, just as a thief can hide in shadows. The base success chance is 35%, plus 5% per level. If a flat percentage score appears next to this ability, use this score instead; for example, a satyr’s abilities include c(90%), which means that a satyr has this ability with a 90% success chance.


Infravision

The character possesses infravision (the ability to see in the dark) to a range of 60 feet.


Surprise opponents

When alone or with a group of similarly stealthy creatures, the character gains a bonus on his chance to surprise his enemies. Bugbears inflict a –3 penalty on opponents’ surprise checks. A bullywug using its chameleon power inflicts a –2 penalty to opponent’s surprise checks, or a –6 if the bullywug attacks with a leap from a place of concealment.


Surprise opponents

When alone or with a group of similarly stealthy creatures, the character gains a bonus on his chance to surprise his enemies. Bugbears inflict a –3 penalty on opponents’ surprise checks. A bullywug using its chameleon power inflicts a –2 penalty to opponent’s surprise checks, or a –6 if the bullywug attacks with a leap from a place of concealment.


Amphibious

The character is at home in either water or air environments. Combat penalties for fighting in water do not apply to the character, although using Type S or B weapons underwater is still very difficult. Bullywugs are true amphibians and can breathe water; lizard men are still air-breathers, but they can hold their breath for a number of rounds equal to 2_3 their Constitution score before checking for drowning.


Leap

The character’s powerful leg muscles enable him to make astounding leaps, bounding up to 30 feet forward or 10 feet into the air. Leaping to close with an enemy is considered a charge attack, and the character suffers double damage if he lands on a spear or similar weapon set against a charge. Bullywugs gain the special ability to inflict double damage with a leap. Note that thri-kreen can actually leap 50 feet forward or 20 feet in the air, but they do not gain this ability until they reach 3rd level.


Hide in natural settings

The creature can hide in natural settings, just as a thief can hide in shadows. The base success chance is 35%, plus 5% per level. If a flat percentage score appears next to this ability, use this score instead; for example, a satyr’s abilities include c(90%), which means that a satyr has this ability with a 90% success chance.


Charge Attack

The creature is capable of making a charge attack, gaining a +2 bonus to attack and inflicting double damage with an impaling weapon such as a spear, javelin, or lance. Aarakocra perform a diving attack, centaurs charge like knights, and bullywugs leap at their enemies.


Hide in natural settings

The creature can hide in natural settings, just as a thief can hide in shadows. The base success chance is 35%, plus 5% per level. If a flat percentage score appears next to this ability, use this score instead; for example, a satyr’s abilities include c(90%), which means that a satyr has this ability with a 90% success chance.


Magic resistance

The character is magic resistant. Giff have a flat 10% magic resistance, while githzerai have a magic resistance of 5% per level—for example, a 6th-level githzerai has a magic resistance of 30%.


Magic resistance

The character is magic resistant. Giff have a flat 10% magic resistance, while githzerai have a magic resistance of 5% per level—for example, a 6th-level githzerai has a magic resistance of 30%.


Infravision

The character possesses infravision (the ability to see in the dark) to a range of 60 feet.


Infravision

The character possesses infravision (the ability to see in the dark) to a range of 60 feet.


Infravision

The character possesses infravision (the ability to see in the dark) to a range of 60 feet.


Infravision

The character possesses infravision (the ability to see in the dark) to a range of 60 feet.


Infravision

The character possesses infravision (the ability to see in the dark) to a range of 60 feet.


Infravision

The character possesses infravision (the ability to see in the dark) to a range of 60 feet.


Infravision

The character possesses infravision (the ability to see in the dark) to a range of 60 feet.


Detect new construction

The creature has natural skills for mining, and can spot new or unusual construction with the percentage score noted. This is similar to the dwarven or gnome abilities as described earlier in this chapter.


Detect new construction

The creature has natural skills for mining, and can spot new or unusual construction with the percentage score noted. This is similar to the dwarven or gnome abilities as described earlier in this chapter.


Detect new construction

The creature has natural skills for mining, and can spot new or unusual construction with the percentage score noted. This is similar to the dwarven or gnome abilities as described earlier in this chapter.


Hide in natural settings

The creature can hide in natural settings, just as a thief can hide in shadows. The base success chance is 35%, plus 5% per level. If a flat percentage score appears next to this ability, use this score instead; for example, a satyr’s abilities include c(90%), which means that a satyr has this ability with a 90% success chance.


Hide in natural settings

The creature can hide in natural settings, just as a thief can hide in shadows. The base success chance is 35%, plus 5% per level. If a flat percentage score appears next to this ability, use this score instead; for example, a satyr’s abilities include c(90%), which means that a satyr has this ability with a 90% success chance.


Detect sloping passages

The creature can note subtle grades or slopes in underground passageways and chambers with the percentage score noted.


Detect sliding or shifting walls

The creature can detect walls that move or shift with the percentage score noted.


Detect sliding or shifting walls

The creature can detect walls that move or shift with the percentage score noted.


Attacked last

The character comes from a race notorious for its cowardice and ineffectiveness in combat. Consequently, enemies are likely to dismiss the character as a negligible threat and concentrate their attacks on other, more impressive, members of the character’s party unless the character displays some unusual prowess, powerful magic, or skill.


Amphibious

The character is at home in either water or air environments. Combat penalties for fighting in water do not apply to the character, although using Type S or B weapons underwater is still very difficult. Bullywugs are true amphibians and can breathe water; lizard men are still air-breathers, but they can hold their breath for a number of rounds equal to 2_3 their Constitution score before checking for drowning.


Hard to surprise

The monstrous character’s keen senses make it very difficult to surprise him. The character receives a +2 bonus to all surprise checks.


Hard to surprise

The monstrous character’s keen senses make it very difficult to surprise him. The character receives a +2 bonus to all surprise checks.


Tracking

The character’s sense of smell is so acute that he can track, as per the tracking proficiency, with a 50% chance of success. Normal modifiers for old or confused trails may apply.


Spell immunity

Minotaurs have the unique power of immunity to maze spells, due to their familiarity with labyrinths and other such places.


Fearlessness

Minotaurs also enjoy a +3 saving throw bonus versus fear, including fear, scare, cause fear, or emotion spells, dragon fear, and similar effects.


Sound mimicry

Mongrelmen have the ability to perfectly imitate any sound they hear. They cannot create magical effects such as a harpy’s song, a sphinx’s roar, or a shout spell by imitating these sounds, although they can duplicate the non-magical aspects of these sounds exactly.


Pick pockets

Mongrelmen also have the ability to pick pockets as the thief ability, with a success chance of 70% plus 5% per level.


Create magical pipes

Satyrs can create pan pipes that can cast charm, sleep, or cause fear effects within a 60 foot radius. To gain this ability, the satyr must invest 4 character points in the music/instrument trait when first created, and then devote 2 character points to the Music proficiency at least three times. He can’t spend more than 2 character points per level on the proficiency, so the earliest he can gain this ability is at 3rd level. The pipes themselves are easily crafted and have no magical properties; it’s the satyr’s unearthly skill that creates the magical effects.


Swan form

Swanmays may polymorph themselves into a swan form at will. While in swan form, they can only be struck by +1 or better weapons, can fly at the listed rate, and have a magic resistance of 2% per level. A swanmay’s equipment and belongings remain behind when she transforms. The swanmay requires a magical token (a cloak, ring, or similar item) to perform her transformation, and if she loses it she can no longer transform until she gets it back.


Leap

The character’s powerful leg muscles enable him to make astounding leaps, bounding up to 30 feet forward or 10 feet into the air. Leaping to close with an enemy is considered a charge attack, and the character suffers double damage if he lands on a spear or similar weapon set against a charge. Bullywugs gain the special ability to inflict double damage with a leap. Note that thri-kreen can actually leap 50 feet forward or 20 feet in the air, but they do not gain this ability until they reach 3rd level.


Antennae

A thri-kreen’s antennae give it a sensitivity to motion and serve to lessen darkness-based combat penalties by 1 point while fighting enemies within 15 feet.


Paralyzing bite

At 5th level, a thri-kreen gains the ability to paralyze its prey with a bite. The victim must save versus poison or be paralyzed 2–16 rounds (1–8 rounds if larger than man-sized, or only 1 round if size H or larger.)


Dodge missiles

At 7th level, a thri-kreen gains the ability to dodge thrown or fired missiles with a roll of 9 or better on a d20.


Racial weapons

At 5th level, a thri-kreen automatically gains proficiency in the chatkcha, a crystalline throwing wedge commonly used by the mantis warriors. At 7th level, the character gains proficiency in the gythka, a thri-kreen polearm. Consider these weapons to be equal to a javelin and a bill-guisarme respectively for damage, range modifiers, etc.—but note that the chatkcha returns to its thrower if it misses its target.


Leap

The character’s powerful leg muscles enable him to make astounding leaps, bounding up to 30 feet forward or 10 feet into the air. Leaping to close with an enemy is considered a charge attack, and the character suffers double damage if he lands on a spear or similar weapon set against a charge. Bullywugs gain the special ability to inflict double damage with a leap. Note that thri-kreen can actually leap 50 feet forward or 20 feet in the air, but they do not gain this ability until they reach 3rd level.


Climbing (10)

A ranger can climb trees, cliffs, and other natural formations. The ranger’s climbing score is equal to his Dexterity/Balance score plus the hide in shadows percentage (see Table 22) for a character of his level. Note that a ranger does not have to have the hide in shadows ability to have a climbing ability, the two skill simply use similar numbers.


Detect noise (10)

As the thief ability. Use the ranger’s Intuition score plus his move silently percentage to determine his chance for success.


Empathy with animals (10)

When dealing with a domestic or non-hostile animal, the ranger can approach and befriend it automatically. The ranger also can discern the health and nature of such animals. When approaching wild animals or those trained to attack, the animal must make a saving throw vs. rods to resist the ranger’s friendly overtures. There is a –1 penalty to the roll for every three experience levels of the ranger. For example, if the approaching ranger is 7th level, the animal’s saving throw penalty is –2. If the animal fails the save, the ranger can adjust the animal’s reaction by one category.


Find and remove wilderness traps (10)

These traps include pits, snares, etc. A ranger’s chance for success is equal to his move silently percentage. See the table farther below.


Followers (10)

At 10th level, the ranger attracts 2d6 followers. Use Table 19 in the Player’s Handbook to determine what kind of creatures the ranger attracts. The ranger does not need to build a stronghold or fort.


Hide in Shadows (5)

A ranger can hide in shadows, as the thief ability, in natural surroundings if he is wearing studded leather or lighter armor. See Table 22 for the ranger’s chance of success. The ranger also can attempt to use this ability in other settings, but his chance of success is halved


Move silently (5)

A ranger can move silently, as the thief ability, in natural surroundings if he is wearing studded leather or lighter armor. See Table 22 for the ranger’s chance of success. The ranger also can attempt to use this ability in other settings, but his chance of success is halved.


Pass Without Trace (10)

By selecting this ability at character creation, a ranger gains the druid ability to pass without trace once a day.


Priest spells (10)

Starting at level eight, a ranger can learn priest spells of the plant and animal spheres. He follows the normal rules for priest spells, though he does not gain extra spells for a high Wisdom/Intuition score. A ranger cannot use clerical scrolls. The ranger’s spell progression is presented on Table 21.


Sneak attack (10)

If a ranger successfully moves silently and hides in shadows, he can sneak-attack in natural settings, as the thief’s backstab ability. The ranger strikes and does backstab damage as a thief of the same level.


Speak with animals (5)

Once a day a ranger can speak with animals, as the spell.


Special enemy (10)

Rangers focus their efforts on one exceedingly bothersome type of creature. A ranger must choose his special enemy before reaching 2nd level. Sample enemies include orcs, trolls, bugbears, and lizard men. The DM must approve the player’s choice. From that point on, the ranger gains a +4 bonus to his attack rolls when encountering that type of creature. The ranger can attempt to hide the enmity he feels for these creatures, but he suffers a –4 penalty on reaction rolls vs. that type of creature. Further, the ranger should seek out such creatures over other foes in combat, unless there is some greater danger.


Tracking proficiency (5)

The ranger gains the tracking proficiency, and the character’s tracking skill automatically improves by +1 for every three levels. For example, a 10th level ranger improves his tracking score by +3.


Two-weapon style (5)

A ranger can fight with two weapons and suffer no penalties to his attacks rolls. No shield can be used when a ranger fights in this manner. If the ranger wears armor heavier than studded leather, the standard penalties fro two-weapon fighting apply.


Weapon specialization (10)

This ranger can specialize in a particular weapon. The character point cost must be met in addition.


Backstab (10)

Thieves are practiced in the art of quietly eliminating guards and sentries. If a thief strikes a target from behind with surprise, the thief gains a +4 bonus on his attack roll, and the blow does additional damage. Table 24 defines the extra damage:

Table 24: Backstab Damage Multiplier

Thief’s Level	Damage Multiplier

1–4	x2

5–8	x3

9–12	x4

13+	x5


Bribe* (5)

A thief can bribe an official with gifts of money or merchandise. Only one bribe can be attempted per target. If the attempt fails, the DM should make a reaction roll for the target to determine how he counters the bribe.


Climb walls* (5)

This skill lets thieves climb smooth or vertical surfaces.


Defense bonus (10)

+2 bonus to Armor Class when unarmored and unencumbered.


Detect illusion* (10)

Thieves can see detect illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist.


Detect magic* (10)

Thieves can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.


Detect noise* (5)

This is the ability to hear sounds others usually can’t.


Escaping bonds* (10)

There comes a time in every thief’s career when his luck runs out and the he is apprehended. The ability to escape bonds such as ropes, leather thongs, manacles, chains, and even straight jackets is a feat of contortion and determination. The thief must roll to break every device binding him. If he’s tied at the wrists and at the ankles, then he must make two successful rolls to free himself. This skill takes five rounds to use. A thief might hurry his efforts, but he suffers a –5% penalty for each round he tries to shave. Locked items also require the thief to successfully pick the locks. A failure on any attempt means that the thief cannot loose that bond or pick the lock.


Find/remove traps* (10)

Many people try to protect their important belongings from thieves with small mechanical traps or alarms. As a result, thieves have developed skills to find and disarm these traps.


Hide in shadows* (5)

A thief can attempt to disappear in shadows, bushes, and crannies. A successful thief will be effectively invisible as long as he remains all but motionless. Slow, deliberate movements are allowed.


Move silently* (5)

This is the ability to move without making noise. The movement rate of a thief attempting this is reduced to 1/3 his normal rate.


Open locks* (10)

A thief can try to pick all types of locks using skill, tools, finesse, and luck. If a thief fails to open a lock, he cannot attempt to open that lock again until advancing a level.


Pick pockets* (10)

A thief uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the thief did not come away with an item, but it does not indicate the thief was caught in the act. To determine if a thief’s attempt was noticed, subtract three times the victim’s experience level from 100. If the thief’s roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 5th level fighter and failed—and the thief’s roll was 85 or higher—the thief is noticed. (5x3 = 15. 100–15 = 85.)


Read languages* (5)

A thief needs every edge he can get, and the ability to read languages can help.


Thieves’ cant (5)

Thieves use slang terms when referring to their illegal operations. This lets them converse about such dealings in the open without others knowing what they are talking about.


Tunneling* (10)

A thief might need to dig a tunnel to get to a cache of riches. His success at tunneling depends on several factors. The tunneling table below shows the time required to dig through 10 feet of earth with adequate tools. Every 10 feet, the thief must make a skill check, failure meaning that the front of the tunnel collapses. It can be re-dug at the loose earth rate.

Table 26: Tunneling

Type of earth	Modifier	Time

Sand/loose earth	–10%	5 hours

Packed earth	—	10 hours

Rock	+10%	30 hours


Weapon specialization (15)

This thief can specialize in a particular weapon. The character point cost for gaining proficiency and specialization in the weapon must be met in addition.


Alter moods (5)

When performing before a non-hostile group, the bard can alter the group’s mood. This can be achieved via an inspiring poem, a tragic tale, a collection of jokes, or a lively tune. Everyone hearing the bard’s performance must make a saving throw vs. paralyzation. For every three experience levels the bard possesses apply a –1 modifier to each roll. If the save fails, the group’s current attitude can be shifted one level in the direction chosen by the bard. See the reactions section of the Dungeon Master Guide for more details.


Animal friendship (10)

Once a day, the bard can cast the equivalent of an animal friendship spell by singing a soothing song.


Charm resistance (5)

Bards with this ability gain a +1 bonus to all saving throws versus charm-like spells and effects.


Climb walls* (5)

This skill lets bards climb smooth or vertical surfaces.


Counter effects (10)

Bards are able to counter the effects of songs and music used as magical attacks by performing a counter song. All characters within 30' of the bard are immune to such attacks. For example, the bard’s adventuring party would be immune to the effects of a harpy’s song. The bard can perform no actions other than a slow walk while countering magic with his music. If he is struck in combat or fails any saving throw, the effect of his counter song ends. More details of this power can be found in the Player’s Handbook.


Detect magic* (10)

Bards can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.


Detect noise* (5)

This is the ability to hear sounds others usually can’t.


History (10)

In his travels, a bard learns a great many things. The bard can read and write his native language and knows his area’s local history. In addition, a bard has a 5% chance per level to identify the general purpose, function, and history of any magical item he comes across. The bard need not touch the item, but he must examine it closely.


Pick pockets* (10)

A bard uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the bard did not come away with an item, but it does not indicate the bard was caught in the act. To determine if a bard’s attempt was noticed, subtract three times the victim’s experience level from 100. If the bard’s roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 7th level wizard and failed—and the thief’s roll was 79 or higher—the thief is noticed. (7x3 = 21. 100–21 = 79.)


Rally friends (5)

The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, the bard can spend three full rounds rallying his friends with one of the following effects: a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus on Morale rolls during the upcoming battle. The range is 10' per level of the bard, and the duration is one round per level of the bard.


Read languages* (5)

A bard needs every edge he can get, and the ability to read languages could put him ahead of his competitors.


Sound resistance (5)

Bards gain a +2 bonus to saving throws vs. sound-based magical attacks such as: harpy’s song, dragonne’s roar, sphinx’s roar, the shout spell, yeth hound howl, and sirine song.


Weapon specialization (10)

This bard can specialize in a particular weapon. The character point cost must be met in addition.


Wizard spells (10)

Bards are dabblers in magic, studying it in a rather disorganized fashion. They cannot specialize in a school of magic. They can cast spells once they reach 2nd level, and they begin with one to four spells in their spell books. A bard’s spell-casting level is equal to his actual experience level. The bard’s spell progression chart follows.

After a bard’s skills are selected, consult the table below to determine base scores. If the bard has skills from the table, record the appropriate scores. These skills can improve as the bard gains levels.


Casting reduction (5)

The cleric’s spell casting time is reduced by 1. All spells still retain a minimum casting time of 1.


Detect evil (10)

Clerics with this ability can see emanations of evil from creatures or objects within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the cleric cannot be attempting other actions.


Detect undead (10)

Clerics can detect all undead within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the cleric cannot be attempting other actions. Clerics cannot detect undead through stone or other thick materials.


Expert healer (5)

This ability allows the character to cast one cure light wounds spell a day in addition to the number of spells the priest can normally cast.


Hit point bonus (10)

Clerics with this ability use 1d10 to determine their hit points rather than 1d8.


Know alignment (10)

This ability allows the character to cast the know alignment spell once a day. This is in addition to the number of spells the priest can normally cast.


Resist energy drain (5)

Priests with this ability gain a +1 bonus to saving throws vs. the energy drain spell and the level-draining attacks of undead. If the attack does not normally allow a saving throw, this ability has no effect. This ability’s saving throw bonus does apply to characters protected by the negative plane protection spell.


Spell duration increase (10)

The duration of all non-instantaneous spells cast by the cleric increases by 1 round for every two experience levels of the cleric. For example, a 6th level cleric has his spells’ durations increased by 3 rounds.


Turn undead (10)

The cleric is granted power over undead, such as zombies, skeletons, vampires, and liches. Clerics can drive away these creatures, and as clerics advance in faith and experience levels, they can destroy some forms of undead. Below is the chart for turning undead.


Warrior-priests (10)

Priests who select this ability use the warrior Strength and Constitution bonuses for exceptional scores. For example, a priest could have an 18/30 Strength, and he could gain bonus hit points for having a Constitution score greater than 16.


Weapon allowance (5)

A priest with this ability can choose a favored edged weapon of his deity. For example, a cleric of the elven deity Corellon Larethian could use a long sword, or a priest of the Norse god, Odin might wield a spear. The character must still purchase proficiency in the allowed weapon.


Weapon specialization (15)

This priest can specialize in a particular weapon. The character point cost must be met in addition.


Bonus spell (5)

Once per day the druid can cast an animal friendship spell. This is a bonus spell and does not count against the druid’s spell total for the day.


Cold resistance (5)

+2 saving throw bonus vs. cold- or ice-based attacks.


Communicate with creatures (10)

A druid can acquire the languages of woodland creatures, at the rate of one language per level. For example, a fourth level druid could have four such languages. Some woodland creatures include: centaurs, dryads, elves, fauns, satyrs, gnomes, dragons, lizard men, manticores, nixies, pixies, sprites, and treants.


Elemental spell bonus (5)

When the druid casts spells from the elemental sphere, all level-based variables (range, duration, etc.) are calculated as if the druid were one experience level higher than the character’s actual level.


Hit point bonus (10)

Druids with this ability use 1d10 to determine their hit points rather than 1d8.


Identify (5)

At 3rd level, a druid can accurately identify plants, animals, and clean water.


Immunity to disease (10)

A druid with this ability is immune to natural diseases.


Pass without trace (5)

At 3rd level, a druid with this ability can pass without trace, as per the spell, at his normal movement rate.


Purify water (5)

This ability allows the character to cast one purify food and drink spell a day in addition to the number of spells he can normally cast.


Fire/Electrical Resistance (5)

a +2 bonus to all saving throws vs. fire and electrical attacks.


Hide in Shadows (5)

A druid can hide in shadows, as the ranger ability, in natural surroundings. See Table 22 in the ranger section for the chance of success.


Move silently (5)

A druid can move silently, as the ranger ability, in natural surroundings. See Table 22 in the ranger section for the chance of success.


Secret language (5)

Druids can speak a secret language only they know, and they use it to converse with each other.


Weapon specialization (15)

This druid can specialize in a particular weapon. The character point cost must be met in addition.


Armored wizard (15)

This wizard can cast spells while wearing the armor of his choice.


Automatic spells (5)

When a wizard with this spell gains access to a new level of spells, the character automatically gains a spell of that level for the character’s spellbook.


Casting reduction (5)

The casting time of all the mage’s spells is reduced by 1. If a spell’s original casting time is 1, it is not reduced.


Combat bonus (10)

A wizard with this ability uses the rogue THAC0 chart.


Detect magic (10)

Characters purchasing this ability can detect magic once a day for every two levels. For example, a 7th level mage can detect magic three times a day. This is in addition to any detect magic spells the mage might carry. The character can spot magical radiations within his line of sight, up to 60' away. He can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.


Extend duration (10)

The duration of all non-instantaneous spells increases by 1 round for every two experience levels of the wizard. For example, if a 6th level wizard casts a spectral hand spell, it will last 15 rounds rather than 12 rounds.


Hit point bonus (10)

These wizards use 1d6 for determining hit points rather than 1d4.


Warrior hit point bonus (5)

A wizard with this ability can enjoy the benefits of a high Constitution score as if he were a fighter. For example, if this wizard had a Constitution score of 18, he would gain 4 bonus hit points a level, rather than 2.


Read magic (5)

Characters purchasing this ability can read magic once a day for every two levels. For example, a 4th level mage can read magic twice a day. This is in addition to any read magic spells the mage might carry.


Resistance to sleep and charm (5)

This wizard gains a +1 bonus to all saving throws versus sleep and charm spells, if the spell or effect allows a saving throw.


Weapon specialization (15)

This wizard can specialize in a particular weapon. The character point cost for gaining proficiency and then specialization must be met in addition to this cost.


Armored wizard (15)

This wizard can cast spells while wearing the armor of his choice.


Automatic spells (5)

Each time the specialist wizard is able to learn a new level of spells, he can select one spell from his specialty school to learn automatically (without a check).


Bonus spells (10)

Specialist wizards gain one additional spell per spell level. The extra spell taken must belong to the wizard’s school of specialization. For example, a 5th level mage can cast four 1st level spells, two 2nd level spells, and one 3rd level spell. But a 5th level specialist wizard can cast five 1st level spells, three 2nd level spells, and two 3rd level spells—provided the added spells are from his chosen school.


Casting reduction (5)

The casting time of all the wizard’s spells from his chosen school is reduced by 2. All spells have a minimum casting time of 1.


Detect magic (10)

Characters purchasing this ability can detect magic once a day for every three levels. For example, a 7th level mage can detect magic twice a day. This is in addition to any detect magic spells the mage might memorize. The character can spot magical radiations within his line of sight, up to 60' away. He can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.


Extend duration (10)

The duration of all non-instantaneous spells from the wizard’s chosen school increases by 1 round for every experience level of the caster. For example, if a 6th level necromancer casts a spectral hand spell, it will last 18 rounds rather than 12 rounds.


Intense magic (5)

If a specialist wizard casts a spell from his chosen school, the targets of that spell suffer a –1 saving throw penalty.


Learning bonus (5)

A +15% bonus when attempting to learn new spells belonging the wizard’s school of specialization.


No components (10)

The ability to designate one specialty-school spell per character level as a spell that does not require material components. For example, a 3rd-level specialist may have a total of three spells in his spellbook that do not require material components.


Range boost (5)

The reach of all ranged spells (spells with a range other than 0, self, or touch) from the wizard’s chosen school is increased by 25%. For example, the 1st level wizard spell charm person has a range of 120 yards. That range is increased to 150 yards.


Read magic (5)

Characters purchasing this ability can read magic once a day for every two levels. For example, a 4th level mage can read magic twice a day. This is in addition to any read magic spells the mage might memorize.


Research bonus (5)

When attempting to research and create a new spell of his specialized school, treat the spell as one level lower than its actual level.


Saving throw bonus (5)

+1 bonus on saving throws vs. spells cast at them from their school of specialization. This bonus can be purchased several times with a cumulative effect.


Leadership (5)

The ability to lead large numbers of troops into battle. The fighter is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men.


Weapon specialization (5)

This fighter has the ability to specialize in a particular weapon. The character point cost for acquiring the specialization must also be met  (see page 118).


Armor Use (5/10)

The psionicist can employ small shields and padded, leather, studded leather, or hide armor. As a 10-point ability the psionicist can use small or medium shields, any of the armor types listed above, plus brigandine, chain mail, ring mail, scale mail, or metal lamellar armor. If the psionicist does not take this ability, he can wear no armor and cannot employ shields.


Attack Mode of Choice (10)

The psionicist develops extra skill in using one particular psionic attack mode and gains a +1 bonus to mental attack rolls when using that attack mode. This ability is useless without the contact ability.


Attack Mode of Choice (10)

The psionicist develops extra skill in using one particular psionic attack mode and gains a +1 bonus to mental attack rolls when using that attack mode. This ability is useless without the contact ability.


Combat Bonus (10)

The psionicist uses the priest THAC0 chart.


Contact (5/10)

The psionicist receives the contact proficiency and gains attack modes as shown on the Psionic Progression table in the Skills & Powers book. As a 10-point ability, the psionicist receives extra attack modes as though he was two levels higher than his actual level. For example, a 1st-level psionicist would receives two attack modes. The character can never have more than five attack modes. If the psionicist does not take this power, he can purchase the contact proficiency any time he has five character points available.


Contact (5/10)

The psionicist receives the contact proficiency and gains attack modes as shown on the Psionic Progression table in the Skills & Powers book. As a 10-point ability, the psionicist receives extra attack modes as though he was two levels higher than his actual level. For example, a 1st-level psionicist would receives two attack modes. The character can never have more than five attack modes. If the psionicist does not take this power, he can purchase the contact proficiency any time he has five character points available.


Followers (5/10)

The psionicist becomes a contemplative master at 9th level. A 1st level psionicist arrives each month to study with the master. Students serve without pay if they receive at least 10 hours of training each week (they leave to seek new masters if they do not receive sufficient training). The maximum number of students the master attracts is equal to one half the master's Charisma score, rounded down. If the master builds a sanctuary, he can attract a number of students equal to his Charisma score. As a 10-point ability, the psionicist becomes a renowned teacher and can attract students at any level, subject to the limits noted above. If the psionicist does not choose this ability, he never attracts followers, but can hire servants and henchmen for pay just as any other character can.


Followers (5/10)

The psionicist becomes a contemplative master at 9th level. A 1st level psionicist arrives each month to study with the master. Students serve without pay if they receive at least 10 hours of training each week (they leave to seek new masters if they do not receive sufficient training). The maximum number of students the master attracts is equal to one half the master's Charisma score, rounded down. If the master builds a sanctuary, he can attract a number of students equal to his Charisma score. As a 10-point ability, the psionicist becomes a renowned teacher and can attract students at any level, subject to the limits noted above. If the psionicist does not choose this ability, he never attracts followers, but can hire servants and henchmen for pay just as any other character can.


Guarded Mind (5/10)

The psionicist can block or resist attempts to usurp his will and gains a +1 bonus to all saving throws against spells from the enchantment/charm school. As a 10-point ability, the psionicist gains a +2 bonus to all saving throws against spells from the enchantment/charm school.


Guarded Mind (5/10)

The psionicist can block or resist attempts to usurp his will and gains a +1 bonus to all saving throws against spells from the enchantment/charm school. As a 10-point ability, the psionicist gains a +2 bonus to all saving throws against spells from the enchantment/charm school.


Hit Point Bonus (10)

Psionicists with this ability roll eight-sided dice for hit points rather than six-sided dice. The psionicist still gains only two extra hit points per level at 10th level and beyond.


Mental Defense (5/10)

The psionicist can close his mind to psychic contact and gains defense modes as shown on the Psionic progression table in the Skills & Powers book. The psionicist also receives a +2 bonus to his mental armor class. As a 10-point ability, the psionicist receives extra defense modes as though he was two levels higher than his actual level. For example, a 1st-level psionicist would receives two defense modes. The character can never have more than five defense modes. If the psionicist does not take this power, he has an open mind, just as if he were a non-psionic character. If the psionicist does not choose this ability at the beginning of play, he can purchase the five-point version whenever he has five character points to spend. The 10-point version is available only at the beginning of play.


Mental Defense (5/10)

The psionicist can close his mind to psychic contact and gains defense modes as shown on the Psionic progression table in the Skills & Powers book. The psionicist also receives a +2 bonus to his mental armor class. As a 10-point ability, the psionicist receives extra defense modes as though he was two levels higher than his actual level. For example, a 1st-level psionicist would receives two defense modes. The character can never have more than five defense modes. If the psionicist does not take this power, he has an open mind, just as if he were a non-psionic character. If the psionicist does not choose this ability at the beginning of play, he can purchase the five-point version whenever he has five character points to spend. The 10-point version is available only at the beginning of play.


Penetrating Mind (10)

The psionicist can penetrate physical barriers with his mind more readily than other psionicists can. It takes two inches of lead or iron, four inches of obsidian, or two feet of rock to block the psionicist's clairsentient and telepathic powers. Note that most psionic powers require line of sight; this ability does not negate a blocked line of sight (see Skills & Powers, page 150). This ability has no effect on psionic combat and does not allow the psionicist to ignore magical or psychic barriers that block psionic powers.


PSP bonus (10)

The psionicist has a potent mind and rolls eight-sided dice for psionic strength points instead of six-sided dice. The psionicist still gains only three extra PSPs plus his Wisdom bonus per level at 10th level and beyond.


Psychic Adept (10)

The psionicist receives extra powers according to the Psychic Adept Power Progression Table  instead of the Psionic Progression table in the Skills & Powers book. The two disciplines the psionicist chooses at first level count as primary disciplines (see Skills & Powers).


Range Boost (5/10)

The ranges of all powers within the psionicist's primary discipline increase by 25%. If the psionicist is a psychic adept he has two primary disciplines. At base cost (5), the ranges of only one discipline's powers increase. For a cost of 10 character points, the ranges of powers for both disciplines increase. All powers with ranges of 0, self, or touch remain unaffected by this ability.


Warrior Hit Point Bonus (5)

The psionicist gains bonus hit points from a high Constitution score as if he were a warrior.


Warrior Hit Point Bonus (5)

The psionicist gains bonus hit points from a high Constitution score as if he were a warrior.


Weapon  Specialization (15)

The psionicist can specialize in the use of a particular weapon. This ability is useless unless the character also chooses the weapon use ability (below), even if the psionicist chooses to specialize in a martial art or nonlethal combat. The character-point cost for gaining proficiency and specialization in the weapon must be met when the character chooses weapon proficiencies.


Weapon  Use (5/10)

The psionicist can employ the following small weapons: hand crossbow, dagger, dart, dirk, knife, scourge, sickle, and short sword. As a 10-point ability the psionicist can use any of the weapons above, plus the following slightly larger weapons: short bow, club, light crossbow, hand/throwing axe, javelin, quarterstaff,  sling, spear, and war club. If the psionicist does not take this ability, he can employ no weapons at all, relying instead on his mental powers in combat.


Weapon  Use (5/10)

The psionicist can employ the following small weapons: hand crossbow, dagger, dart, dirk, knife, scourge, sickle, and short sword. As a 10-point ability the psionicist can use any of the weapons above, plus the following slightly larger weapons: short bow, club, light crossbow, hand/throwing axe, javelin, quarterstaff,  sling, spear, and war club. If the psionicist does not take this ability, he can employ no weapons at all, relying instead on his mental powers in combat.


Scroll use (5/10)

At 10th level, any bard can use magical spell scrolls. By purchasing this skill as a 10-point ability, he has a chance to read scrolls at any level. If a bard fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring. Consult Table 31 for the bard’s chance to read a scroll.


Scroll use (5/10)

At 10th level, any bard can use magical spell scrolls. By purchasing this skill as a 10-point ability, he has a chance to read scrolls at any level. If a bard fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring. Consult Table 31 for the bard’s chance to read a scroll.


Followers (5/10)

By purchasing this skill, a cleric can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 8th level. If this is purchased as a 10-point ability, the cleric can attract followers whenever he establishes a stronghold, regardless of level. Refer to the priest section of the Player’s Handbook for more details on followers.


Followers (5/10)

By purchasing this skill, a cleric can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 8th level. If this is purchased as a 10-point ability, the cleric can attract followers whenever he establishes a stronghold, regardless of level. Refer to the priest section of the Player’s Handbook for more details on followers.


Immunity to charm (5/10)

According to the Player’s Handbook, at 7th level a druid becomes immune to charm spells cast by woodland creatures. However, by purchasing this ability for 10 points, a Player’s Option druid gains this immunity immediately.


Immunity to charm (5/10)

According to the Player’s Handbook, at 7th level a druid becomes immune to charm spells cast by woodland creatures. However, by purchasing this ability for 10 points, a Player’s Option druid gains this immunity immediately.


Shapechange (10/15)

According to the Player’s Handbook, at 7th level a druid gains the ability to shapechange. However, by purchasing this skill for 15 character points, a Player’s Option druid gains the following shapechanging abilities:

At 5th level, a druid can change into a bird once a day.

At 6th level, he can also change into a reptile once a day.

By 7th level a druid can also change into a mammal.

The size and shape assumed by the druid can vary from that of a bullfrog or small bird to that of a black bear. The druid can assume the forms of normal creatures only. When assuming a new form, a druid is healed of 10–60% of any damage he has suffered (round down). The druid also assumes the creature’s physical characteristics (armor class, movement mode and rate, etc.). The druid’s clothing and one item held in each hand also become part of his new shape—these reappear when the druid resumes his bipedal form.


Shapechange (10/15)

According to the Player’s Handbook, at 7th level a druid gains the ability to shapechange. However, by purchasing this skill for 15 character points, a Player’s Option druid gains the following shapechanging abilities:

At 5th level, a druid can change into a bird once a day.

At 6th level, he can also change into a reptile once a day.

By 7th level a druid can also change into a mammal.

The size and shape assumed by the druid can vary from that of a bullfrog or small bird to that of a black bear. The druid can assume the forms of normal creatures only. When assuming a new form, a druid is healed of 10–60% of any damage he has suffered (round down). The druid also assumes the creature’s physical characteristics (armor class, movement mode and rate, etc.). The druid’s clothing and one item held in each hand also become part of his new shape—these reappear when the druid resumes his bipedal form.


Followers (5/10)

By purchasing this skill, a fighter can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 9th level. If this is purchased as a 10-point ability, the fighter can attract followers whenever he establishes a stronghold, regardless of level. Refer to the warrior section of the Player’s Handbook for more details on followers.


Followers (5/10)

By purchasing this skill, a fighter can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 9th level. If this is purchased as a 10-point ability, the fighter can attract followers whenever he establishes a stronghold, regardless of level. Refer to the warrior section of the Player’s Handbook for more details on followers.


Followers (5/10)

By purchasing this skill, a thief can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 10th level. If this is purchased as a 10-point ability, the thief can attract followers whenever he establishes a stronghold, regardless of level. Refer to the thief section of the Player’s Handbook for more details on followers.


Followers (5/10)

By purchasing this skill, a thief can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 10th level. If this is purchased as a 10-point ability, the thief can attract followers whenever he establishes a stronghold, regardless of level. Refer to the thief section of the Player’s Handbook for more details on followers.


Scroll use (5/10)

At 10th level, a thief can use magical spell scrolls. By purchasing this skill as a 10-point ability, he has a chance to read scrolls at any level. If a thief fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring. Consult Table 25 for the thief’s chance to read a scroll:

Table 25: Thief Scroll Use

Thief Level	% Chance

1–2	10%

3–4	20%

5–6	30%

7	40%

8	50%

9	60%

10	70%

11+	80%


Scroll use (5/10)

At 10th level, a thief can use magical spell scrolls. By purchasing this skill as a 10-point ability, he has a chance to read scrolls at any level. If a thief fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring. Consult Table 25 for the thief’s chance to read a scroll:

Table 25: Thief Scroll Use

Thief Level	% Chance

1–2	10%

3–4	20%

5–6	30%

7	40%

8	50%

9	60%

10	70%

11+	80%


Learning penalty (5)

A specialist wizard with this restriction suffers a penalty of –15% to all learn spell rolls outside his own specialty.


Limited armor (5/10/15)

A fighter with this restriction is limited in his selection of armor. If the character is restricted to chain mail or lighter armor, this restriction gives him 5 CPs; if he is limited to studded leather or lighter armor, he gains 10 CPs; and if he cannot wear any armor at all, this restriction is worth 15 CPs. (The character can always use a shield.)


Limited armor (5/10/15)

A fighter with this restriction is limited in his selection of armor. If the character is restricted to chain mail or lighter armor, this restriction gives him 5 CPs; if he is limited to studded leather or lighter armor, he gains 10 CPs; and if he cannot wear any armor at all, this restriction is worth 15 CPs. (The character can always use a shield.)


Limited armor (5/10/15)

A fighter with this restriction is limited in his selection of armor. If the character is restricted to chain mail or lighter armor, this restriction gives him 5 CPs; if he is limited to studded leather or lighter armor, he gains 10 CPs; and if he cannot wear any armor at all, this restriction is worth 15 CPs. (The character can always use a shield.)


Limited magical item use (5+)

A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.


Limited magical item use (5+)

A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.


Limited magical item use (5+)

A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.


Limited magical item use (5+)

A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.


Limited weapon selection (5)

A fighter with this restriction is limited in his choice of weapons. He can choose to gain proficiency only in melee weapons (no missile weapons allowed); he can choose to learn only cleric weapons (bludgeoning weapons); or he can choose to learn only thief weapons (club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broadsword, long sword, short sword, and staff).


Limited weapon selection (5)

A fighter with this restriction is limited in his choice of weapons. He can choose to gain proficiency only in melee weapons (no missile weapons allowed); he can choose to learn only cleric weapons (bludgeoning weapons); or he can choose to learn only thief weapons (club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broadsword, long sword, short sword, and staff).


Limited weapon selection (5)

A fighter with this restriction is limited in his choice of weapons. He can choose to gain proficiency only in melee weapons (no missile weapons allowed); he can choose to learn only cleric weapons (bludgeoning weapons); or he can choose to learn only thief weapons (club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broadsword, long sword, short sword, and staff).


Limited magical item use (5+)

A wizard with this restriction disdains enchanted items as a crutch for the weak and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; and all weapons and armor.


Limited magical item use (5+)

A wizard with this restriction disdains enchanted items as a crutch for the weak and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; and all weapons and armor.


Limited magical item use (5+)

A wizard with this restriction disdains enchanted items as a crutch for the weak and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; and all weapons and armor.


1d12 for hit points (10)

Instead of rolling a 10-sided die to determine initial hit points and how many new hit points the fighter receives at each level, a 12-sided dice is rolled instead.


Building (5)

The knowledge to construct heavy war machines, siege engines, and siege towers.


Defense bonus (10)

+2 bonus to Armor Class if unarmored and unencumbered.


Increased movement (5)

A fighter’s base movement score is 15 rather than 12.


Magic resistance (10)

Gain a 2% Magic Resistance for each level. For example, a 9th level fighter would have an 18% Magic Resistance score.


Move silently (10)

A fighter with this ability has a chance to move silently like a thief. This chance is equal to his Dexterity score plus his level. For example, an 8th level fighter with a 17 Dexterity score has a 24% chance to move silently. The fighter cannot wear armor above studded leather. Look to the thief table for penalties for additional armor.


Multiple specialization (10)

This ability can be taken in place of the 5-point ability to specialize in a single weapon. A fighter with this ability can specialize in as many weapons as he desires. The character point cost must be met for each individual specialization.


Poison resistance (5)

Fighters with poison resistance gain a +1 bonus to all saving throws versus poison.


Spell resistance (5)

Fighters with spell resistance gain a +1 bonus to all saving throws versus spells.


Supervisor (5)

The authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the fighter also can supervise the building of semi-permanent fortifications.


War machines (5)

The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.


Dialect, Deep dwarf

The deep dwarf dialect of the native language of dwarves.


Dialect, Gray dwarf

The deep dwarf dialect of the native language of dwarves.


Language, Illithid

The native language of illithid.


Language, Troglodyte

The native language of troglodytes.


Dialect, Deep gnome (svirfneblin)

The deep gnome dialect of the native language of gnomes.


Language,  Undercommon

Language that permits intelligent subterranean races to communicate with each other.


Dialect, Duergar

The deep dwarf dialect of the native language of dwarves.


Dialect, Dark elf (drow)

The dark elf dialect of the native language of elves.


Language, Kuo-toa

The native language of Kuo-toa.


Dialect, Hill dwarf

The hill dwarf dialect of the native language of dwarves.


Language, Gnome

The native language of gnomes.


Language,  Goblin

The native language of goblins.


Language,  Gnoll

The native language of of gnolls.


Dialect, Mountain dwarf

The mountain dwarf dialect of the native language of dwarves.


Language, Hill giant

The native language of hill giants.


Language, Bugbear

The native language of bugbears.


Language,  Common

Language that permits most intelligent races to communicate with each other.


Dialect, Aquatic elf

The aquatic elf dialect of the native language of elves.


Language, Sahuagin

The native language of sahuagin.


Language, Dolphin

The native language of dolphin.


Language, Merman

The native language of mermen.


Language, Undersea Common

Language that permits intelligent undersea races to communicate with each other.


Language, Elf

The native language of elves.


Language,  Orc

The native language of orcs.


Dialect, High elf

The high elf dialect of the native language of elves.


Language, Halfling

The native language of halflings.


Language, Hobgoblin

The native language of hobgoblins.


Dialect, Sylvan (wood elf)

The sylvan dialect of the native language of elves.


Language, Centaur

The native language of centaurs.


Language, Pixie

The native language of pixies.


Language, Dryad

The native language of Dryads.


Language, Treant

The native language of treants.


Language, Brownie

The native language of brownies.


Dialect, Deep gnome (svirfneblin)

The deep gnome dialect of the native language of gnomes.


Language, Earth elemental

The native language of earth elementals.


Dialect, Forest gnome

The forest gnome dialect of the native language of gnomes.


Language, Satyr

The native language of satyr.


Language, Kobold

The native language of Kobolds.


Language, Burrowing mammal

The native language of burrowing mammals.


Dialect, Hairfoot

The hairfoot dialect of the native language of halflings.


Dialect, Stout

The stout dialect of the native language of halflings.


Dialect, Tallfellow

The tallfellow dialect of the native language of halflings.


Language, Ogre

The native language of ogres.


Language, Troll

The native language of trolls.


Language, Stone giant

The native language of stone giants.


Language, Regional

The language common to a particular region. For human and half-elf characters, their native language is the language spoken in their native region.


Language, Dwarf

The native language of dwarves.


Dialect, Gray elf

The gray elf dialect of the native language of elves.


Language, Aarokocra

The native language of Aarokocra.


Language, Giant eagle

The native language of giant eagles.


Language, Alaghi

The native language of Alaghi.


Language, Bullywug

The native language of Bullywug.


Language, Flind

The native language of Flind.


Language, Giff

The native language of Giff.


Language, Githzerai

The native language of Githzerai.


Language, Lizard man

The native language of Lizard men.


Language, Minotaur

The native language of Minotaurs.


Language, Mongrelman

The native language of Mongrelmen.


Language, Swanmay

The native language of swanmay.


Language, Thri-keen

The native language of thri-keen.


Language, Wemic

The native language of wemics.


Horse Archer:

The normal penalties for firing from a moving horse are reduced by 2. There is no penalty if the horse is moving at up to half its normal speed. There is a –2 penalty if the horse is moving faster.


Missile:

The character can make up to half his normal move and retain his full rate of fire for that round or he may move up to his full move with half the normal rate of fire. If the character is using a missile weapon to attack in a round in which he is the target of missile fire, he receives a +1 AC bonus vs. that fire.


One-handed Weapon:

The character receives a +1 AC bonus when he fights with a weapon in one hand and no shield or weapon in the other hand.  If this specialization is purchased for two additional character points the AC bonus is increased to +2.


One-handed Weapon(+2):

This is the One-handed Weapon Fighting Style when two additional points are spent on it. The character receives a +2 AC bonus when he fights with a weapon in one hand and no shield or weapon in the other hand.


Thrown Weapon/Sling:

The character receives the same bonuses with a thrown weapon or sling as the missile specialist receives with the other missile weapons.


Two Weapon:

The proficiency slot spent to specialize in this difficult style requires 1 additional character point when it is first acquired-except for rangers, who can buy it for the same cost as any other fighting style. The penalty for fighting with two weapons is changed as follows: 0 for the primary weapon and –2 for the secondary hand. Additionally, if the character has the trait of ambidexterity, he suffers no penalty for either hand.

The secondary weapon must be one size smaller than the primary weapon (unless the primary weapon is size S. If a character spends two additional points on this style, he may wield two weapons of equal size, as long as each of the weapons can be wielded one handed.


Two-handed Weapon:

The character improves the weapon’s speed by 3.  If he is using a one-handed weapon with two hands, the weapon also receives a +1 bonus to all damage rolls.


Weapon and Shield:

The character receives either a +1 bonus to his AC or a +1 bonus to his attack roll during any  melee round in which he holds a shield and wields a weapon.


 Two Weapon (+2):

This is the Two Weapon Fighting Style when two additional points are spent on it. A character may wield two weapons of equal size, as long as each of the weapons can be wielded one handed.


 Circle of power (5):

If the paladin has a holy sword, he can project a circle of power 10' in diameter. This circle dispels hostile magic at a level equal to the experience level of the paladin


Curative (10):

Cure diseases of all types once a week for every five experience levels. For example, a 10th level paladin can use his cure disease ability two times a week. (This ability is ineffective against lycanthropy.)


 Detection (5):

Detect evil monsters or creatures up to 60' away by concentrating. A paladin can do this as often as he wishes, but each use takes one round.


 Faithful mount (5):

The paladin can summon a special steed at 4th level. This faithful steed might not be a horse—it may be any creature the DM deems appropriate. This steed is bonded to the paladin. However, this steed does not simply appear when called. The paladin likely must find his mount in a memorable way, such as on a quest.


 Healing (5):

The ability to heal himself or another by the laying on of hands once a day. The paladin can restore two hit points per his experience level.


 Health (5):

 Immunity to all forms of disease. (Paladins are not immune to lycanthropy and mummy rot.)


Poison resistance (10):

The character gains a +1 bonus to all saving throws versus poison.


Priest spells (10):

The Player’s Handbook states that at 9th level a paladin can cast priest spells from the following spheres: combat, divination, healing, and protection. However, by purchasing this ability, paladins can cast spells beginning at 4th level. Paladins do not gain extra spells for possessing high Intuition scores, nor can they cast spells from cleric or druid scrolls. The spell progression chart for paladins appears below.


Protection from evil (5):

The paladin has a natural aura with a 10' radius. Within this aura, summoned or evil creatures suffer a –1 penalty to all attack rolls. Creatures affected by this aura know the paladin to be the source of their discomfort.


Resist charm (10):

Paladins with this ability gain a +2 bonus to saving throws versus charm-like spells and abilities.


 Saving Throw Bonus (10):

Paladins with this ability gain a +2 bonus to all saving throws.


Turn undead (10):

When the paladin attains 3rd level he can turn undead. This ability functions as if the paladin were a cleric two levels lower. For example, a 6th level paladin would turn undead as a 4th level cleric. See the Player’s Handbook for information on turning undead.


Weapon specialization (10):

This paladin can specialize in a particular weapon. The character point cost must be met in addition.


Bow bonus (5):

A ranger with this ability gains a +1 attack bonus when using any type of bow.


 Direction Sense

A character with this proficiency has an innate sense of direction. By concentrating for 1d6 rounds, the character can try to determine the direction the party is headed. If the check fails but is less than 20, the character errs by 90 degrees. If a 20 is rolled, the direction chosen is exactly opposite the true heading. (The DM rolls the check.)

Furthermore, when traveling in the wilderness, a character with direction sense has the chance of becoming lost reduced by 5%.


 Artistic Proficiency

Player characters with artistic ability are naturally accomplished in various forms of the arts. They have an inherent understanding of color, form, space, flow, tone, pitch, and rhythm. Characters with artistic ability must select one art form (painting, sculpture, composition, etc.) to be proficient in. Thereafter they can attempt to create art works or musical compositions in their given field. Although it is not necessary to make a proficiency check, one can be made to determine the quality of the work. If a 1 is rolled on the check, the artist has created a work with some truly lasting value. If the check fails, the artist has created something aesthetically unpleasing or just plain bad.

Artistic ability also confers a +1 bonus to all proficiency checks requiring artistic skill--music or dance--and to attempts to appraise objects of art.


Acrobat

  An acrobat is a general term for performers of amazing physical feats. These include jugglers, tumblers, jesters, and tightrope-walkers. Whatever their specialty, these characters make a living by entertaining others. Acrobats often travel in groups or with circuses or carnivals. These shows wander from town to town and castle to castle. All levels of society wish to be entertained. As such, successful acrobats find themselves in much demand.

A life on the road is not an easy one, however, and many acrobats often turn to other avenues to make money. Their dexterous skills make them valuable adventurers, especially if some larceny or petty theft is involved.

Social ranks: Acrobats most often occupy the middle tier of a society. Most lower-ranked members of a society have not the time to develop skills, like those of the acrobat. They must concentrate on putting food on the table. Roll 2d6 to determine an acrobat’s social rank at the campaign’s beginning.

2d6 roll	Social rank

2–8	Lower Middle Class

9–12	Upper Middle Class

Requirements: To take this kit, a character must have a minimum Dexterity/Balance of 14 and a minimum Strength/Stamina of 12. The acrobat kit is barred to half-ogres, as well as any optional PC race that is size large (restriction z from the Other Races section of Chapter Three).

Weapon proficiencies: Small, light weapons are preferred by acrobats, as bulky or heavy ones would hinder their agile maneuvers. Suggested weapons include the knife, dagger, short sword, club, and hand axe. Thrown weapons and those with long hafts or handles also are common choices among acrobats, as the weapons can be used to juggle or pole-vault. These weapons include: quarterstaff, dart, javelin, and spear.

Recommended nonweapon proficiencies: Disguise, juggling, jumping, musical instrument, tightrope-walking, and tumbling.

Equipment: Acrobats prefer to be lightly armed and armored to allow for the fullest range of movement.

Recommended traits: Ambidexterity, double-jointed, glibness.

Benefits: If unarmored, acrobats receive a +2 bonus to tumbling, tightrope-walking, and jumping proficiency checks. In addition, they gain a +2 bonus to Armor Class versus hurled missile weapons—provided they have room to dodge the attack and are not otherwise prevented from moving freely.

Hindrances: Any acrobat who wears armor heavier than studded leather (AC 7) suffers a –1 penalty to tumbling, tightrope-walking, and jumping proficiency checks per point of armor class better than AC 7. For example, an acrobat wearing chain mail—AC5—suffers a –2 penalty. Note that Dexterity or magical bonuses to Armor Class do not increase this penalty. An acrobat wearing studded leather armor, a ring of protection +2, and having a 15 Dexterity would incur no penalty despite his AC 4 rating.

Wealth: Acrobats receive the normal amount of starting cash appropriate to their class.


Amazon

  In Amazon cultures, the women are the leaders, rulers, generals, and warriors, while the men are the cooks, cleaners, homemakers, and simple laborers—if not the outright slaves or property of the women. Such matriarchal societies may be large or small, savage or friendly. Amazon women can be seen as brusque, rude, haughty, or domineering by those from male-dominated cultures. The Amazons of legend were fierce combatants and famous riders and breeders of magnificent horses. As such, many Amazons prefer light armor, weapons, and equipment.

Social ranks: Amazon women can come from any economic background. Roll 2d6 to determine the rank of an Amazon female. Males are considered lower class.

2d6 roll	Social rank

2	Lower class

3–5	Lower middle class

6–10	Upper middle class

11–12	Upper class

Requirements: Female characters of any demihuman or humanoid race can choose this kit.

Weapon proficiencies: Amazons can choose from: battle axe, bow (any), club, dagger, hand or throwing axe, javelin, knife, lance, spear, staff, sword (any). Men are allowed only one initial weapon proficiency, and it must be from the above list.

Recommended nonweapon proficiencies: Riding (land-based), rope use, engineering, navigation, endurance, animal training, animal handling, armorer, bowyer/fletcher, hunting, running, set snares, survival, tracking.

Equipment: Amazons can begin with only the following types of armor: shield, leather, padded, studded leather, scale mail, hide, banded mail, or bronze plate mail. Better armor can be had once a character has ventured to other cities.

Recommended traits: Allure, animal empathy, keen senses, obscure knowledge.

Benefits: Amazons are fierce, eager competitors. Many male opponents underestimate them. As a result, in any melee combat where an Amazon is fighting a male opponent, the Amazon gains a +2 bonus to her first attack and damage roll. Thereafter combat is run normally.

Hindrances: Amazons suffer a –2 reaction roll penalty from NPCs of male-dominated societies. Over time, this penalty should be reduced or eliminated if the NPCs become accustomed to the strong-willed ways of the Amazon.

Wealth: Amazons begin the game with the amount of money appropriate to their classes.


Animal Master

Animal masters have an affinity with nature’s creatures. They can be trainers, keepers, or guardians of animals. Good-aligned animal masters protect and care for animals, evil ones use simple creatures to their own advantage. Many animal masters spend much of their time outside with their furred, feathered, or scaled friends. Animal masters could include rangers, huntsmen, falconers, and druids.

Social ranks: Animal masters tend to be earthy folks from the lower echelons of a community. Roll 2d6 to determine an animal master’s rank.

2d6 roll	Social rank

2–5	Lower Class

6–11	Lower Middle Class

12	Upper Middle Class

Requirements: To take this kit, a character must have a minimum Constitution/Fitness of 10 and a minimum Wisdom/Intuition of 12. This kit is open to all player character races.

Weapon proficiencies: Animal masters can use any weapon appropriate to their class.

Recommended nonweapon proficiencies: Animal lore, survival, agriculture, animal training, animal handling, fire-building, fishing, herbalism, hunting, mountaineering, riding (any), swimming, set snares, tracking.

Equipment: Standard for the character’s class.

Recommended traits: Animal empathy, empathy, climate sense.

Benefits: When this kit is chosen, the player and DM must determine a suitable animal companion for the character. There are several factors to consider: 1) the climate and terrain of the animal master’s homeland, where he acquired the companion; 2) the character’s alignment, as companions are attracted only to animal masters of like demeanor; 3) the character’s race (dwarves and gnomes might attract burrowing or underground creatures, while elves would attract forest creatures) and; 4) the availability of compatible creatures. All animal companions should be size S (small). An animal companion is similar to a wizard’s familiar in that it has a bond with the animal master. The master can issue it simple verbal commands, and the animal can convey its needs and emotions.

After making a list of available and compatible creatures, the player should choose one creature as a companion. DMs might prefer the animal to be selected randomly. If this is the case, roll 1d20 and consult the chart below.

Table 42: Animal Companions

Roll	Companion	Roll	Companion

1	Badger	11	Raccoon

2	Dog	12	Opossum

3	Wolf	13	Fox

4	Snake	14	Skunk

5	Brush rat	15	Cat

6	Owl	16	Falcon

7	Ferret	17	Monkey

8	Raven	18	Squirrel

9	Otter	19	Hawk

10	Pig	20	Woodchuck

Hindrances: The animal master must protect his companion, not send it into dangerous areas to spring hidden traps. Should an animal master lose his companion through carelessness or by capriciously placing the animal in danger, he loses 10% of his current experience point total, and he loses his affinity to that species. No other creature of that type will serve as a companion for that animal master. No penalties are assessed if the animal dies through natural causes, accidentally, or while following orders of a reasonable nature. (However, it’s reasonable for animals with combat skills to defend their masters.)

Wealth: Standard as per the character’s class.


Assassin

 This kit is intended for evil aligned characters, as the act of killing for pay cannot be justified as a good act. In any society there exists an element that wishes to dispose of rivals, business competitors, and any others deemed to be in the way. It is to this element that the assassin, a hired killer, caters. Unlike simple warriors or soldiers, the assassin relies on anonymity and surprise to earn his living. A successful assassin may not even be seen by his target. Slipping out of the darkness or a crowd of friends, the assassin does his dark deed and disappears.

Social ranks: Assassins tend to be well-off, as their services are expensive. Further, they often are educated, which helps them fit into different segments of society to stalk their prey. Roll 2d6 to determine an assassin’s rank.

2d6 roll	Rank

2–3	Lower Class

4–6	Lower Middle Class

7–11	Upper Middle Class

12	Upper Class

Requirements: To take this kit, a character must have a minimum Intelligence/Reason of 10 and a minimum Wisdom/Willpower of 12. The assassin kit is barred to paladins, rangers, and druids. This kit is open to all player character races. The character must have evil alignment.

Weapon proficiencies: An assassin can use any weapon allowed to his class. However, many assassins have one weapon with which they prefer to perform their acts of murder. As he grows more notorious, evidence of a particular weapon becomes the assassin’s calling card.

Recommended nonweapon proficiencies: Etiquette, riding (any), healing, disguise, forgery, modern languages, tracking, reading lips. If the DM allows poison, the assassin must have the herbalism proficiency to use various toxins. Herbalism gives the character the knowledge to use natural plants and herbs to produce a variety of poultices, salves, and toxic compounds. Poison strengths and rules are listed in the Dungeon Master Guide.

Equipment: An assassin must be able to move quickly and quietly, and travel as lightly as possible. Light armor and small, easily concealed weapons are common accouterments.

Recommended traits: Alertness, ambidexterity, glibness, precise memory.

Benefits: The assassin’s knowledge of poisons allows him a 5% chance per level to identify toxic substances. If the assassin has the herbalism proficiency, a +10% bonus is added to the final number. The means of identifying poisons include sight, smell, taste, or by a victim’s symptoms. An assassin with the healing proficiency can treat poison victims with a +1 bonus to his proficiency check.

Hindrances: Assassins suffer a –4 reaction roll penalty whenever they encounter someone who knows their profession.

Wealth: Assassins receive 150% of the amount listed for their chosen class.


Barbarian

 The barbarian is perhaps the most common fantasy-fiction archetype. Powerfully built, immensely strong, and clad in furs and skins, the barbarian often is seen as a muscle-bound bully. However, barbarians are more than that. They arrive in the campaign’s setting from some distant, primitive land where people must still fight the environment at every turn just to survive. Playing a barbarian is all about working the mystique of a primitive culture into a more “civilized” world.

Social ranks: Barbarians might be wealthy in their own villages, but they won’t be high on the social or economical ladder of the civilized community they are now a part of. Roll 2d6 to determine the barbarian’s rank.

2d6 roll	Rank

2–8	Lower Class

9–12	Lower Middle Class

Requirements: Barbarians must have minimum Strength/Stamina and Constitution/Health scores of 13. The barbarian kit is barred to paladins, clerics, and bards. This kit is open to all player character races.

Weapon proficiencies: Barbarians prefer simple, large, and dependable weapons. Suggested weapons include: axe (all), sword (all), club, dagger, knife, war hammer, mace, sling, spear, javelin, long bow, and quarterstaff. The following weapons are likely inappropriate for barbarians—at least until they are immersed in a new culture—crossbow (all), polearms (all), flail (all), lances (all).

Recommended nonweapon proficiencies: Endurance, animal handling, animal training, bowyer/fletcher, fire-building, fishing, riding (land-based), hunting, mountaineering, running, survival, tracking.

Equipment: A barbarian cannot initially purchase armor heavier than splint mail, banded mail, or bronze plate mail. Of course, once exposed to superior forms of armor in the campaign, the barbarian may choose to purchase other armor types.

Recommended traits: Alertness, direction sense, immunities, keen senses, light sleeper, weather sense.

Benefits/Hindrances: Barbarians are intense, and NPCs tend to have very strong reactions to them. People either are drawn by the barbarian’s animal magnetism or repulsed by his primitive qualities. This effect comes into play when NPCs meet barbarians for the first time. If the NPC’s reaction roll result is 8 or less, an additional –2 bonus is applied to the result. For example, if the character is acting indifferently toward a shopkeeper and the shopkeeper’s reaction result is a 7, the shopkeeper is indifferent. However, since the character is a barbarian, the –2 bonus applies, lowering the shopkeeper’s result to a 5—a friendly response. The shopkeeper has been won over by the barbarian’s presence. However, if the shopkeeper’s reaction roll was a 14 or higher, the modifier becomes a +2 penalty, resulting in a 16—threatening—score. For more information on reaction results, see the Dungeon Master Guide.

Wealth: A barbarian begins with the standard amount of money for his class, but all of it must be spent before play begins. The DM might allow the Barbarian to retain a few silver pieces or a handful of coppers, but not much more.


Beggar

 Beggars earn a living off the generosity of others. They are a raggedy lot who make others pity them or who deceive others into giving them money. A beggar might dress in rags and huddle on a street corner, calling out to strangers for coppers so he can buy food. Perhaps he pretends to be maimed, old, or senile, and begs coins from those more fortunate. Some beggars might actually be down on their luck and in need of a generous handout. But most of them are capable of working. A few have begging perfected to a fine art. These are swindlers who create elaborate schemes to separate the wealthy from their money. Swindlers might coerce businessmen to invest in a nonexistent company, con lords and ladies into betting on imaginary horse races, and romance people into marriages that leaves the marks copperless and abandoned. Beggars adventure to get out of town if city guards are giving them too much trouble or if they want to score treasure

Social ranks: Beggars usually occupy the lower tier of society. Roll 2d6 to determine his social rank at the beginning of the campaign.

2d6 roll	Social rank

2–7	Lower Class

8–12	Lower Middle Class

Requirements: Beggars must be chaotic in alignment and have a Charisma/Leadership score of at least 10. This kit is barred to all optional races except kobolds, goblins, and mongrelmen, as well as paladins, rangers, druids, and wizards of all types.

Weapon proficiencies: Beggars prefer small weapons that can be concealed. That way they look defenseless. These weapons include daggers, knives, saps, and slings. However, when adventuring they use any weapons allowed their character class.

Recommended nonweapon proficiencies: Disguise, forgery, gaming, ventriloquism, seamstress/tailor.

Equipment: While begging, these characters dress in rags or whatever other clothing is appropriate to their scam. However, when adventuring they don the best armor and weapons they own.

Recommended traits: Glibness, impersonation, inherent immunity to cold, inherent immunity to heat.

Benefits: Beggars receive one free nonweapon proficiency at the time of character creation—if the proficiency comes from the above recommended list.

Hindrances: These characters are not accepted into upper middle class and upper class social circles—at least in the community in which the beggar is plying his trade. This equates to a –4 reaction roll penalty if the beggar is trying to socialize with the upper crust.

Wealth: Beggars begin with the normal starting gold for their character class.


Cavalier

 This kit is appropriate only for good-aligned characters, as cavaliers are of brave heart and honorable bearing. They are the devoted heroes of the realm. Warriors, wizards, and clerics who love their country, their sovereign, and their people can be cavaliers. Cavaliers are the noblest of nobles, but they do not use their positions in society simply to further their own ends. They strive to aid the less fortunate, protect their ruler, and save their country—whenever the need arises. Cavaliers can be independent, or they might be employed as agents of the state, perhaps taking orders from the king or queen.

Social ranks: Though anyone with the right intentions and determination can be a cavalier, it is more likely these individuals come from the higher echelons of a community. Roll 2d6 to determine a cavalier’s rank.

2d6 roll	Rank

2	Lower Class

3	Lower Middle Class

4–7	Upper Middle Class

8–12	Upper Class

Requirements: Cavaliers must have a minimum score of 13 in their class’s prime requisite. Also, all cavaliers must a minimum Charisma/Leadership of 14. Cavaliers can be humans, elves, half-elves, or dwarves; this kit is barred to rangers, thieves, druids, and bards.

Weapon proficiencies: Cavaliers can choose any weapons allowable by their class. Swords and lances are especially appropriate for warrior cavaliers, as they are suitably noble weapons for cavaliers to carry.

Recommended nonweapon proficiencies: Etiquette, riding (any), heraldry, history (local or ancient), languages (modern or ancient), animal handling, dancing, reading/writing, artistic ability, and gaming.

Equipment: Cavaliers can equip themselves how they choose. However, a cavalier must purchase a mount as soon as he can afford one. Not only does a handsome mount increase the cavalier’s noble bearing, one will likely come in very handy on his many travels.

Recommended traits: Allure, artistic ability, glibness, lucky, music/singing, or music/instrument.

Benefits: So good-hearted and strong-willed is the cavalier that he gains a +2 saving throw bonus against all mind-affecting magics. Such magics include, but are not necessarily limited to: charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, fear, confusion, geas, command, enthrall, cloak of bravery, and symbol.

Hindrances: Most cavaliers have a strong sense of honor, meaning they will only fight fairly and chivalrously. For example, during a combat on a high cliff-top, the cavalier’s foe might slip over the edge and manage to catch onto a handhold. The cavalier could not leave the miscreant to that fate, nor would he loosen his foe’s grip on the cliff. Rather, the cavalier would help the foe up, and then continue the combat. Neither would a cavalier kill any enemy no longer capable of self defense or one who had surrendered in good faith. Because of this code, a cavalier can be difficult to play properly.

Wealth: Unless the cavalier comes from the lower class, he begins with 150% of the starting cash for his profession. If he comes from the lower class, he begins with the normal starting cash.


Diplomat

 In any campaign that involves government and politics, diplomats and other courtiers are bound to appear. Diplomats can bring important messages to neighboring countries. They might—as adventurers—explore uncharted regions and act as emissaries. Or they could be attached to a foreign court as their lord’s representative, advising the foreign ruler of the attitudes and policies of the diplomat’s homeland. Diplomats also act as their rulers’ eyes and ears in a distant court.

Social ranks: Diplomats are groomed from the higher stations in society. Roll 2d6 to determine their rank.

2d6 roll	Rank

2–6	Upper Middle Class

7–12	Upper Class

Requirements: A diplomat must have a minimum Intelligence/Knowledge score of 10 and minimum Wisdom/Intuition and Charisma/Appearance scores of 12. The diplomat kit is barred to half-orcs, half-ogres, and any of the optional races except centaurs, githzerai, satyrs, and swanmays.

Weapon proficiencies: A diplomat can wield any weapons that fit his character class. However, since a diplomat is usually a peaceful individual, if he wears heavy armor and carries lots of weapons he might be viewed suspiciously. Diplomats are at their best appearing inoffensive.

Recommended nonweapon proficiencies: Dancing, etiquette, heraldry, history (any), languages (any, numerous preferred), reading lips, and riding (any).

Equipment: A diplomat can equip himself however he desires. However, his possessions should be of superior quality and appearance.

Recommended traits: Allure, alertness, artistic ability, glibness, music (any), obscure knowledge, and precise memory.

Benefits: Since the diplomat’s nature is to put others at ease, he receives a +2 bonus to all reaction rolls.

Hindrances: Diplomats are often far from home, essentially at the mercy of a foreign ruler. If the diplomat delivers a message that the ruler doesn’t appreciate, the ruler may take out his anger on the messenger. During wartime, diplomats live especially dangerous lives, as they frequently must travel across enemy lines and battlefields to perform their duties.

Wealth: Diplomats begin with double the amount of gold allotted to their class.


Explorer

 Explorers live to see what’s over the next mountain or to sail beyond the countries at the edge of a map. They yearn to discover new places, people, and wonders. And their wanderlust drives them ever on. They make perfect adventurers, never staying in one town for more than a few days or weeks. And they are always eager to explore ruins, abandoned temples, and cave complexes. Many explorers are demihumans who, not fitting into human-dominated towns, turned to traveling. Others are half-breeds, such as half-elves, half-orcs, and half-ogres, who found more acceptance in the wilderness than in either of their parent’s communities. Of course, there are human explorers, too, these leaving their homes simply because they had to know what’s out there.

Social ranks: Explorers come from all walks of life. Roll 2d6 to determine social rank at the beginning of the campaign.

2d6 roll	Social rank

2–3	Lower Class

4–6	Lower Middle Class

7–10	Upper Middle Class

11–12	Upper Class

Requirements: Explorers must have a minimum of 12 for Wisdom/ Willpower and Intelligence/Knowledge scores. This kit is open to all player character races and classes.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes.

Recommended nonweapon proficiencies: Direction sense, fire-building, fishing, survival, weather sense, seamanship, local history, ancient history, reading/writing.

Equipment: Explorers are practical and try to carry all of their arms, armor, and belongings with them. They prize extra-dimensional spaces and magical carts and boxes such as: bags of holding, Heward’s handy haversacks, quivers of Ehlonna, portable holes, mouse carts, flatboxes, and more.

Recommended traits: Internal compass, inherent immunity to cold, inherent immunity to heat, keen eyesight, keen hearing, precise memory.

Benefits: Explorers gain the survival nonweapon proficiency at no cost, and they can choose any two terrain types to apply it to. Possible terrains are: arctic, woodland, desert, steppe, mountain, and tropical.

Hindrances: These characters cannot stay in one place too long, calling no place home unless “home” is a ship or a covered wagon. Therefore, explorers cannot spend more than a few weeks at best in any given city or keep.

Wealth: Explorers begin with the maximum amount of gold allowed their character class.


Gladiator

  Gladiators are trained to fight people and creatures for others’ entertainment. Most are flashy, outlandish showmen whose battle tactics often cater to the crowd first, their survival second. Gladiators can be slaves who are forced to fight, or they can be free men who choose to make a living this way. If this kit is used in a campaign, there must either be a culture that publicly allows this activity, or else the fights might be illegal—held in secret places and backed by society’s shady element. Legal or not, the gladiator definitely makes his living in an urban setting. If the campaign doesn’t revolve around, or at least contain, a sizable city, this kit could be inappropriate.

Social ranks: Gladiators can come from almost any economic background, though it is more likely they come from the lower rungs of the community. Roll 2d6 to determine the rank of a gladiator.

2d6 roll	Rank

2–6	Lower Class

7–10	Lower Middle Class

11–12	Upper Middle Class

Requirements: A gladiator must have Strength/Muscle and Constitution/Fitness scores of 13 or greater. This kit is barred to satyrs and swanmays. In addition, paladins, rangers, wizards, thieves, and bards may not choose this kit.

Weapon proficiencies: Only melee and hurled missile weapons—no bows, slings, etc.—can be used by such a character, as gladiatorial combats are not about firing arrows at one another. A gladiator who kills an opponent without endangering his own life in mortal combat is not much of a showman. Possible gladiator weapons include: daggers, swords (all, but short swords are most common), scimitars, spears, tridents, polearms (all), war hammers, maces (all), scourges, nets, and whips.

Recommended nonweapon proficiencies: Blind-fighting, endurance, gaming, jumping, tumbling, armorer, weaponsmithing, healing, and rope use.

Equipment: Gladiators can have whatever weapons fit their classes. However, they are initially limited in armor types. Gladiators cannot begin with anything greater than studded leather.

Recommended traits: Fast healer, immunities, keen senses, light sleeper, lucky.

Benefits: Gladiators enjoy a +1 bonus on attack rolls with one particular melee weapon. For example, a gladiator could choose a +1 attack bonus with the short sword.

Hindrances: As gladiators are trained to make combats last a long while and to play to any crowd, they suffer a +1 penalty to their initiative rolls. They take this time to show off, display their weapon prowess, or bait their opponent.

Wealth: Standard as per the character’s class.


Jester

 Comedians, clowns, jokesters, and tricksters—these make up the jester kit, and those individuals who fit this kit live to make others laugh. Jesters strive to perfect their humor—whether it be slapstick, dark comedy, or simple ribald jokes. Some dress in gaudy costumes and adorn themselves with bells and shiny buttons. Others dress like the common man and blend in with the crowd. They spend their nights in kings’ courts, at nobles’ parties, or in crowded taverns, and they tailor their humor to their audience. They adventure to gain wealth and friends—and to acquire material for their next performances. The most noted jesters are gnomes because of their exaggerated visages.

Social ranks: Jesters are found at every level in society, though the majority of them come from the middle class. Roll 2d6 to determine social rank at the beginning of the campaign.

2d6 roll	Social rank

2	Lower Class

3–7	Lower Middle Class

8–11	Upper Middle Class

12	Upper Class

Requirements: Jesters must have a minimum Intelligence/Reason of 12 and a minimum Charisma/Leadership of 13. Dwarves, elves, and any of the optional PC races except for kobolds or goblins may not choose this kit. Only bards and thieves may choose this kit.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes.

Recommended nonweapon proficiencies: Singing, etiquette, modern languages, reading/writing, ventriloquism, juggling, disguise, jumping.

Equipment: While adventuring, jesters outfit themselves with weapons and armor allowed their character class. However, they are ever on the lookout for unusual clothes, props, noise-makers, and accouterments that can be used in their act.

Recommended traits: Precise memory, obscure knowledge, lucky, keen hearing, empathy.

Benefits: Jesters enjoy a +1 bonus to Charisma when they are working an audience.

Hindrances: Jesters are often not taken seriously. When trying to conduct business deals or when socializing, NPCs have a –1 reaction roll penalty toward them.

Wealth: Jesters begin with the normal amount of gold allowed their character class.


Mariner

  Mariners are devoted to the sea. They may be young, old, poor or wealthy enough to own the ship they sail. They travel the world’s oceans because they love it. They live for trading, exploring, and discovering new lands.

Social ranks: Mariners tend to be educated individuals from families with a reasonable amount of gold. Roll 2d6 to determine the rank of a mariner.

2d6 roll	Rank

2–6	Lower Middle Class

7–10	Upper Middle Class

11–12	Upper Class

Requirements: A mariner must have a minimum Intelligence/Knowledge score of 9. The mariner kit is prohibited for dwarves, aarakocra, alaghi, bullywugs, centaurs, mongrelmen, ogres, orcs, satyrs, swanmays, thri-kreen, and wemics.

Weapon proficiencies: Mariners can be versed in any weapons applicable to their classes. However, weapons such as spears, pole-arms, and nets are practical.

Recommended nonweapon proficiencies: Weather sense, navigation, fishing, seamanship, swimming, rope use.

Equipment: Mariners can carry whatever equipment they desire, however much of it should be useful in their trade. Further, these individuals tend to wear little or no armor, as heavy armor is not practical on a ship. They prize rings of protection and bracers of defense.

Recommended traits: Keen senses, light sleeper, lucky.

Benefits: Mariners enjoy a +2 bonus on reaction rolls from sailors, ship captains, and aquatic races. And they gain a +1 to hit bonus with nets.

Hindrances: Because mariners are so at home on the sea, they are often uncomfortable on land. When there is no water in sight, they are out of their element, and they suffer a –2 reaction roll penalty.

Wealth: Standard for the character’s class.


Merchant

  Merchants are vital to any civilization, for they buy, sell, or barter the goods and services that a society demands. Merchants include local fish-mongers, street vendors, shop keepers, caravan owners, and more. Some have permanent stores established in a thriving business district. Others travel to distant lands to bring back rare treasures. Adventurers are natural merchants, as they often visit many strange and exotic places and acquire unusual and valuable goods. Merchant adventurers have an outlet to sell many of the material treasures such as tapestries, statuary, gems, and jewelry they often accumulate.

Social ranks: Merchants come from many walks of life. Roll 2d6 to determine the rank of a merchant. Optionally, grant that merchant the appropriate business and income.

2d6 roll	Rank	Business

2–3	Lower Class	Works for someone else

4–7	Lower Middle Class	Owns a stall or rents a storefront

8–10	Upper Middle Class	Owns a storefront

11–12	Upper Class	Owns a large storefront

Requirements: A merchant must have minimum Intelligence/Knowledge and Charisma/Appearance scores of 9. This kit is closed to paladins, rangers, druids and all charcters of the following races: alaghi, minotaur, mongrelman, ogre, satyr, swanmay, thri-kreen, and wemic.

Weapon proficiencies: Merchants can wield any weapons appropriate to their classes. However, a merchant who wears heavy armor and carries several large weapons might make their customers nervous—unless the merchant is in the business of selling arms and armor.

Recommended nonweapon proficiencies: Appraising, carpentry, cobbling, etiquette, reading/writing, modern languages, local history, forgery, tailoring, weaving.

Equipment: Merchants can carry whatever equipment they desire, however much of it should be useful in their trade. Many merchants make sure they have plenty of leather sacks and other containers to store goods they might acquire. They prize bags of holding and flatboxes.

Recommended traits: Glibness, keen senses, precise memory, alertness, obscure knowledge.

Benefits: Because they are often welcomed into communities, merchants receive a +1 reaction roll bonus in city settings. In addition, merchants with the appraising proficiency gain a permanent +2 bonus to that skill.

Hindrances: While they are initially welcomed for the goods and services they bring, not all merchants are forthright in their business dealings. Any merchant who is publicly accused of cheating his customers (whether the accusation is true), loses the reaction bonus above. Further, he suffers a –2 penalty to all reaction rolls until his innocence is proven.

Wealth: A merchant begins with the maximum amount of gold allotted to his class.


Mystic

 Thoughtful and introspective, the mystic seeks to find the answers to the mysteries of the universe by traveling across the globe. Nonviolent by nature, the inquisitive mystic seeks only truth, and he avoids confrontations when possible. However, if the mystic must battle his way to enlightenment, he will do so. Mystics are usually found among cultures that place a high value on art, philosophy, and scholarship. As seekers of knowledge, mystics often become adventurers while they search for the answers they seek.

Social ranks: Mystics tend to be well-educated, coming from the more affluent segments of society. Roll 2d6 to determine the rank of a mystic.

2d6 roll	Rank

2–7	Upper Middle Class

8–12	Upper Class

Requirements: A mystic must have a minimum Wisdom/Intuition score of 13. This kit is closed to thieves and bards. Only characters of the following races can choose this kit: human, elf, half-elf, gnome, halfling, aarakocra, alaghi, centaur, githzerai, swanmay, and wemic.

Weapon proficiencies: Mystics can wield any weapons appropriate to their classes. However, most prefer lighter weapons which do not weigh them down.

Recommended nonweapon proficiencies: Astrology, astronomy, religion, etiquette, languages (modern or ancient), history, (local or ancient), reading/writing, heraldry, riding (any), herbalism, healing, gem cutting, musical instrument, navigation.

Equipment: Mystics can select whatever equipment they desire and can afford. However, these characters are known to travel unencumbered, so care should be taken in what they purchase and acquire.

Recommended traits: Artistic ability, empathy, obscure knowledge, ancient history, precise memory.

Benefits: A mystic can temporarily boost one of his 12 subability scores by +2. If the mystic is a ranger with a 16 Balance score, by meditating the score can be temporarily increased to an 18. If the mystic is a warrior trying to boost a Muscle score of 18/30, the bonus counts as 20% rather than 2 points—each point equates to 10%. The mystic warrior’s Muscle is temporarily increased to 18/50. To gain this subability bonus, the mystic must meditate, building up his body and mind for this feat. The subability score remains boosted for one-third of the mystic’s meditation time. If the Mystic mediated for three uninterrupted hours, he could boost a subability score for one hour.

Hindrances: The process of meditation requires effort. While a mystic could meditate in the cabin of a ship, he could not do so if that ship were in the midst of a terrible storm. Attacks or very loud noises also disrupt meditation. The time spent in meditation does not alleviate the mystic’s need for food and sleep. So it is unlikely that a mystic could spend three days in meditation in preparation for an adventure. Further, a mystic cannot gain multiple meditation bonuses at one time.

Wealth: A mystic is interested in knowledge, not material items. As such, he cannot own more than he can carry. A mount is an exception, as such a beast is useful in taking the mystic to new places.


Noble

  Nobles are those born to the highest ranks of society. They are rich, dress well, and they usually spend money frivolously. They are the privileged few the common people idolize. And they are the symbols of what others often consider the best in the world.

This leads many nobles to believe they are better than everyone around them—not just in wealth or social standing, but in manner and abilities. This sense of superiority can manifest itself as overwhelming pride, arrogance, and condescending snobbery. These nobles use their wealth, standing, and power to take what they want from those weaker than themselves. They can be as brutal, savage, and unthinking as the horrific monsters they slay.

Not all nobles are like this, however. Some feel a certain sense of stewardship for the unwashed hordes. These nobles consider it their duty to do all in their power to better the world—as long as their lifestyles are not jeopardized. They can be chivalrous toward members of the opposite sex, and they might occasionally stop to chat with peasants. These nobles mean well, but they may be out of touch with what is important in the lives of the common people.

Nobles need not be played as brutal tyrants or out-of-touch fops and dandies, but there are plenty of wealthy individuals who fit those two archetypes.

Social ranks: Nobles are only found in the upper echelons of society. Roll 2d6 to determine the rank of a noble.

2d6 roll	Rank

2–4	Upper Middle Class

5–12	Upper Class

Requirements: Nobles need only meet the requirements of their adventuring class. This kit is open to all classes and races except mongrelmen.

Weapon proficiencies: Any allowed by their adventuring class.

Recommended nonweapon proficiencies: Etiquette, heraldry, riding (any), dancing, languages (ancient or modern), history, (local or ancient), reading/writing, religion, gambling, musical instrument, animal handling, hunting, and gaming.

Equipment: Regardless of his class, he must purchase a mount and tack, as no self-respecting noble would allow himself to be seen on foot when out and about. Further, all armor, weapons, clothes and accouterments must be of the finest quality.

Recommended traits: Allure, artistic ability, glibness, lucky, music (any).

Benefits: Because of his superior manner of dress, speech, and decorum, NPC nobles will recognize the player character’s status and accord him the proper respect. Player character nobles receive a +2 reaction roll bonus when interacting with individuals from the upper class and upper middle class.

Hindrances: Because the noble demands the finest things in life, he pays more money for meals, board, equipment, etc. In addition, many vendors recognize the noble as being wealthy and raise their prices accordingly. A noble must add 25% to the price of any item or service he wishes to purchase.

Wealth: Nobles begin with twice the normal starting gold of their class to reflect their higher level of resources.


Outlaw

These characters spit in the face of authority and scoff at the mention of “the law.” They are men and women wanted by the campaign’s government officials and law-enforcement authorities.

Some outlaws are the heroic Robin Hood type. They become outlaws because they oppose an evil, corrupt, or tyrannical regime. These outlaws are more concerned with justice than the strict letter of the law. And while they willingly break laws, they do it for the common good—robbing from the rich to give to the poor, smiting the minions of the vile administration, and generally making life as uncomfortable as possible for those who’ve turned the law to their own wicked ends.

Other outlaws are bandits and highwaymen who inhabit the fringes of many civilizations hoping to rob innocent passersby of their hard-earned valuables. These despicable louts truly give the term “outlaw” a bad name.

Social ranks: Outlaws typically come from the poorer segments of society. Roll 2d6 to determine an outlaw’s social rank.

2d6 roll	Rank

2–7	Lower Class

8–12	Lower Middle Class

Requirements: As many Outlaws must leave the comforts of civilization behind to avoid capture, they must be hardy souls. All outlaws must have minimum Strength/Stamina and Constitution/Health scores of 12. This kit is open to all races and classes, but paladin outlaws require special approval from the DM.

Weapon proficiencies: Outlaws can wield whatever weapons are allowed by their class. However, they tend to favor missile weapons because they like to strike at the forces of the law from a safe distance.

Recommended nonweapon proficiencies: Rope use, set snares, survival tracking, fire-building, riding (any), animal lore, bowyer/fletcher, hunting, running, local history, disguise, tumbling.

Equipment: Characters who are on the run, such as outlaws, are apt to be lightly equipped to allow for quick, quiet movements.

Recommended traits: Alertness, internal compass, glibness, impersonation, keen senses, light sleeper, lucky.

Benefits: Outlaws have a designated hideaway, a place where they can feel safe. Possible locations include a grove in the local forest, a hidden valley, the city’s sewer system, or a nearby dungeon. The DM and player should work out the specifics.

Hindrances: Outlaws always have someone out to get them—usually the collective force of the campaign’s law enforcers. They might have some player characters after them, too, if the bounty on their head becomes tempting enough.

Wealth: Standard for the character’s class.


Peasant Hero

A Peasant hero is the “local kid done good.” Whatever his class, whatever his ambitions, this character always remembers that his roots are in the soil of his home—be it a bustling village, a quiet hamlet, or a lone farm miles from the nearest neighbors. He might leave his home and become a great general, a mighty wizard, a noble priest, or a master thief—but his home will always be foremost in his heart. A peasant hero might fight against tyrannical nobles who are oppressing the common people, or he could simply yearn for the wealth of the nobles—so he can return to his village and build homes, temples, schools, and more.

Social ranks: Peasant heroes come from the poorest of families. Roll 2d6 to determine the hero’s social rank.

2d6 roll	Rank

2–9	Lower Class

10–12	Lower Middle Class

Requirements: This kit is open to all classes and races. There are no abilty score requirements.

Weapon proficiencies: Although a peasant hero can wield any weapon allowed by his adventuring class, favored weapons include: dagger, short sword, quarterstaff, spear, short bow, club, hand axe, knife, sickle, sling, and staff sling.

Recommended nonweapon proficiencies: Agriculture, fishing, animal handling, animal lore, blacksmithing, carpentry, cooking, cobbling, fire-building, pottery, stonemasonry, weaving.

Equipment: See “Wealth” below.

Traits: Animal empathy, empathy, immunities, climate sense.

Benefits: The disadvantaged often make it through the rough times by helping each other. Therefore, in his homeland, a peasant hero always will be given shelter and any other help his fellows can give. They will hide him and his friends from an evil ruler’s troops, heal his wounds, and feed and clothe him. Of course, this is conditional—if the peasant hero has given up his down-to-earth ways or mistreats his former friends, he’ll find all doors in the village closed to him.

Hindrances: As he is viewed as something of a hero, a peasant hero will find the people of his homeland coming to him for assistance. If livestock are disappearing from the pens, or the village elder has been jailed for speaking against the nobles, or if another peasant is accused of crime he didn’t commit, the peasant hero will be called upon to help.

Wealth: Peasant heroes begin with half the starting maximum gold allowed for their adventuring class.


Pirate

Like mariners, pirates love the ocean. However, pirates also love wealth. Evil pirates are the scum of the seas. They’ll attack a ship and kill the crew to a man—unless there is a nobleman or wealthy heiress on board they can hold for ransom. These buccaneers have no lofty goals and fight for no cause other than to net the next ship full of booty.

Privateers are neutral- or good-aligned pirates who are usually commissioned by a government to prey on the shipping of that government’s enemy. Privateers are often granted Letters of Marque that state they are in the employ of their king or queen. As representatives of a nation, privateers are expected to behave with a code of honor. They accept surrenders, treat prisoners well, and are always deferential to any noble captives—especially those of the opposite sex.

Social ranks: Pirates usually come from the middle rungs of the social ladder. Roll 2d6 to determine the rank of a pirate.

2d6 roll	Rank

2–7	Lower Middle Class

8–12	Upper Middle Class

Requirements: A life on the sea is rigorous and demanding. Pirates must have minimum Constitution/Health and Dexterity/Balance scores of 12. The pirate kit is prohibited for dwarves, aarakocra, alaghi, bullywugs, centaurs, ogres, orcs, satyrs, swanmays, thri-kreen, and wemics. This kit is open to all classes.

Weapon proficiencies: Pirates can be versed in any weapons applicable to their classes. However, rapiers and cutlasses are suggested for swashbuckling characters.

Recommended nonweapon proficiencies: Navigation, fishing, seamanship, rope use, gambling, tightrope walking, direction sense, swimming, weather sense.

Equipment: Pirates tend to avoid large weapons and heavy armor. Characters who are weighted down have a hard time climbing around in the ship’s rigging and are likely to drown if they are pitched overboard during a storm or a fierce battle.

Recommended traits: Alertness, glibness, light sleeper.

Benefits: Pirates are accustomed to the pitch and roll of a ship and have an advantage when engaged in melee on deck. They gain a +1 bonus to their attack rolls while fighting at sea. Pirates also have a designated hideaway. Such locations include deserted isles, hidden anchorages, a sea-cave complex beneath the port city, etc.

Hindrances: Pirates suffer a –2 penalty on reaction rolls when they enter a port. If a pirate behaves in a manner appropriate to the setting, this penalty may be reduced and then eliminated upon subsequent visits. Pirates often make a lot of enemies. Hence, pirates are sometimes hunted by those they plundered. Pirate characters should never get too complacent—there’s always somebody not too far away who wants the character’s loot or head to show that this sea wolf will prowl the oceans no more.

Wealth: Standard for the character’s class.


Pugilist

 Pugilists are characters who prefer to fight with their bare hands. They might make a living by fighting in a ring. Or perhaps they specialize in martial arts. They are strong, tough, and fit into any society that allows professional or street fights. Pugilists make excellent adventurers, as they have quick reflexes and are good in a brawl with monsters. Adventuring gives them an additional outlet for their physical side, and it affords them opportunities to travel to new communities and find new fights. Players might want to consult the Combat and Tactics book for information on unarmed combat and martial arts.

Social ranks: Most pugilists come from poorer families in bad parts of town where people learned to fight to get what or simply to defend themselves. Roll 2d6 to determine a pugilist’s social rank at the beginning of the campaign.

2d6 roll	Social rank

2–10	Lower Class

11–12	Lower Middle Class

Requirements: Pugilists must have minimum Strength/Muscle and Dexterity/Balance scores of 14. This kit is barred to the following races: aarakocra, alaghi, bullywug, centaur, lizard man, minotaur, swanway, thri-kreen, and wemic. The kit is open to all classes except wizards.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes. However, they prefer to fight with their hands. Proficiency and specialization in any form of unarmed combat (punching, wrestling, or martial arts) is recommended for the pugilist.

Recommended nonweapon proficiencies: Blind-fighting, endurance, running.

Equipment: Pugilists prefer to fight in loose-fitting street clothes and unencumbered. They seek magical bracers and rings to make themselves more difficult to be struck. They will wear armor while adventuring—if their character class allows it.

Recommended traits: Keen eyesight, keen hearing, keen sense of touch, light sleeper, ambidexterity.

Benefits: Normally, when a character makes an unarmed attack against an armed opponent or a monster with natural attacks, his foe gains an immediate attack of opportunity with a +4 bonus to his attack roll. This makes it very dangerous for unarmed heroes to attack most enemies. However, pugilists are skilled at fighting armed opponents and monsters with their bare hands; they are treated as if they were armed when making unarmed attacks.

Hindrances: Pugilists are admired when they are in a ring and the crowd is cheering them on. However, people from the middle and upper class prefer not to associate with the ruffians. A pugilist’s Charisma is effectively lowered by 1 when dealing with those from the middle class and by 2 when speaking to people from the upper class.

Wealth: Pugilists begin with the normal amount of gold allowed their character class.


Rider

A rider is a character who has developed a bond with his mount. When the character was younger, he became friends with this animal, and the rider and his mount grew up together and grew close. They are now all but inseparable. In fact, they share such a bond they can sense each other’s location and general health. Perhaps the rider is an elf who was born in the deep wilderness and who rides into the campaign’s city on a giant boar. Maybe the rider is a halfling lass who—with her giant lizard mount—leaves her village behind in pursuit of adventure.

Social Ranks: Riders can come from most walks of life. Roll 2d6 to determine the rider’s social rank.

2d6 roll	Rank

2–4	Lower Class

5–10	Lower Middle Class

11–12	Upper Middle Class

Requirements: Riders must have a minimum Charisma/Leadership of 13. This kit is open to the standard player character races, and to flinds, githzerai, goblins, kobolds, orcs, and swanmays. The kit is open to all classes.

Weapon proficiencies: Riders can select any weapons that fit with their adventuring professions. Weapons designed to be used while mounted are ideal. These include: lances, bow (any), horseman’s flail, horseman’s mace, horseman’s pick, spear, bastard sword, long sword, scimitar, morning star.

Recommended nonweapon proficiencies: Animal lore, animal training, animal handling, riding (any), rope use, charioteering, heraldry, bowyer/fletcher.

Equipment: Riders can select any weapons, armor, and other equipment that fits their adventuring class.

Recommended traits: Animal empathy, empathy, alertness, keen hearing.

Benefits: When this kit is chosen, the player and DM must determine a suitable mount for the character. There are several factors to consider: 1) the climate and terrain of the character’s homeland, where he acquired the mount; 2) the character’s race (halflings would have a difficult time riding elephants, while half-ogres would be too big for a pony) and; 3) the availability of the mount. A rider’s mount is similar to a wizard’s familiar in that the pair have a bond. Each will know the general state of health of the other, the direction the other is in, and the distance by which they are separated. Depending on its degree of intelligence, the mount might be able to understand if its friend is in danger. Many a rider has escaped certain death on the back of a mount that risked its own life to save him.

After making a list of possible mounts, the player should select one. DMs might prefer the mount to be selected randomly. If this is the case, use the following method.

Roll 1d6. A result of 1–3 indicates the player should roll on the natural creatures table; 4, flying creatures; 5, giant land creatures, and; 6, underwater creatures. Then roll 1d8 on the appropriate mount table.

Table 43: Mounts

Natural Creatures	Flying Creatures

1	Horse/pony	1	Griffon

2	Bull	2	Huge raven

3	Camel	3	Hippogriff

4	Buffalo	4	Huge bat

5	Mule	5	Giant owl

6	Cave bear	6	Pegasus

7	Stag	7	Giant wasp

8	Elephant	8	Giant eagle

Giant Land Creatures	Underwater Creatures

1	Giant beetle	1	Hippocampus

2	Giant lizard	2	Giant crab

3	Giant boar	3	Sea horse

4	Giant weasel	4	Dolphin

5	Giant frog	5	Killer whale

6	Giant badger	6	Sea lion

7	Giant goat	7	Giant otter

8	Giant skunk	8	Giant ray

Hindrances: If a rider neglects or mistreats his mount, the DM might declare that the mount flees—bolts during the night, kicks its way out of a stable, flies away, etc. If this occurs, the rider can never again experience an empathic rapport with a animal. Further, when the rider’s mount dies, the rider immediately suffers 2d6 points of damage, due to the emotional loss resulting from the death of a close friend. This damage can be healed. However, if the mount’s death occurred as a result of the rider’s negligence, aside from suffering the physical damage, the rider must attempt a saving throw vs. spells. Failure means the rider operates as if he were under a feeblemind spell for the next 2d6 hours.

Wealth: A rider begins with the amount of money allowed his adventuring class. He must purchase tack and animal feed with this before using what is left to purchase weapons, armor, and equipment.


Savage

  Savages are characters from primitive societies, individuals who lived on their own or in extended families. They differ from barbarians in that they have no established villages or communities. They live off the land by hunting and foraging. They do not herd animals or establish farms. Savages find their way into adventuring groups simply by crossing paths with player character heroes. They are quick to become a part of an adventuring family, and they are comfortable traveling and exploring. However, savages are uncomfortable in towns, and they are suspicious of civilized trappings.

Social ranks: Since savages do not come from a society, their starting social rank is essentially lower class.

2d6 roll	Social rank

2–11	Lower Class

12	Lower Middle Class

Requirements: Savages must have a minimum Constitution/Fitness score of 13. This kit is open to all races except githzerai and swanmays, and to all classes except paladins.

Weapon proficiencies: At the time of character creation, a savage must choose from the following wooden weapons: quarterstaff, spear, bow, and club. As the character gains in levels and adventures with others, he can pick up more civilized weapons, such as maces, swords, and daggers.

Recommended nonweapon proficiencies: Animal lore, hunting, running, set snares, survival, tracking, fishing, swimming.

Equipment: Savages begin without any metal equipment. Their weapons are limited to those listed above, and they can wear nothing greater than hide armor. All of their possessions must come from nature, such: as deerskin sacks, buffalo hide blankets, vine rope, woven baskets, clay jugs, stone arrowheads, etc.

Recommended traits: Keen eyesight, keen hearing, keen sense of touch, keen sense of taste, light sleeper, ambidexterity.

Benefits: Savages gain +1 to any three nonweapon proficiencies scores, provided they are selected from the recommended list above.

Hindrances: Player characters with this kit are uneasy in cities. They suffer a –2 initiative penalty when traveling within the confines of a town or keep.

Wealth: Savages are allowed to spend up to the normal wealth allowed their character class on the weapons, hide armor, and equipment mentioned in this kit. However, whatever is not spent vanishes. Savages begin play with no money.


Scholar

 A scholar is driven by his incessant drive for knowledge about a particular topic or family of topics. Adventuring scholars might want to study underground ruins, abandoned temples, mythical beasts, giant insects, haunted woods, or monsters. When not traveling (and taking copious notes at every opportunity), he’s likely to be found poring over books, maps, scrolls, and clay tablets. Scholars choose to adventure because they know they can learn more by studying something up close than by reading about it in musty libraries.

Social ranks: Scholars are well-educated and come from rather affluent families. Roll 2d6 to determine a scholar’s social rank.

2d6 roll	Rank

2–6	Upper Middle Class

7–12	Upper Class

Requirements: A scholar must have a minimum Intelligence/Knowledge of 13. This kit is open to all standard player chacter races and to: centaurs, githzerai, and swanmays. Fighters may not be scholars.

Weapon proficiencies: Those that fit with the scholar’s adventuring class.

Recommended nonweapon proficiencies: Reading/writing, history (any), languages (any), heraldry, astrology, astronomy, herbalism, engineering, gem cutting, religion, spellcraft, brewing, etiquette, musical instrument.

Equipment: Scholars always must be prepared to record some interesting new bit of knowledge. Therefore, all scholars must carry quills, ink, scrolls, and a journal or diary with which to write down any intriguing new facts or theories.

Recommended traits: Artistic ability, keen eyesight, keen hearing, precise memory, obscure knowledge.

Benefits: Scholars gain a +1 bonus either to Intelligence or Wisdom checks (player’s choice)—including proficiency checks based on Intelligence or Wisdom.

Hindrances: Since scholars spend so much time reading, theorizing, and studying, they suffer when it comes to physical combat. All scholars suffer a –1 penalty on their initiative rolls when fighting.

Wealth: Standard for the character’s class.


Scout

  Scouts are those characters who are most at home in the wilderness. They can be hunters, loggers, trappers or furriers. Or they might be employed by the campaign’s military forces to patrol the country’s borders and keep a furtive eye on the nation’s enemies. As a rule, they are brave—even daring. Few others would voluntarily cross into enemy territory to ascertain troop movements or the locations of the monsters’ stronghold. Wilderness is not limited to forests. Any geographic region that is untouched by civilization qualifies. Such areas can include the desert, arctic tundra, tropical rain forests, mountain valleys, or even natural cave complexes—perhaps leading to the Underdark.

Social ranks: Scouts come from the lower tiers of society. Roll 2d6 to determine a scout’s social rank.

2d6 roll	Rank

2–5	Lower Class

6–12	Lower Middle Class

Requirements: Scouts must be able to discern a dangerous situation from a lethal one. All scouts need a minimum Wisdom/Intuition score of 12. This kit is open to all races and classes.

Weapon proficiencies: Scouts can be proficient in any weapons that fit with their adventuring class. Since they are frequently outnumbered by foes, most scouts select missile weapons to help them even the odds.

Recommended nonweapon proficiencies: Tracking, survival, fire-building, hunting, mountaineering, rope use, set snares, swimming, carpentry, direction sense, weather sense.

Equipment: Scouts do not enter the wilderness unprepared. Scouts must purchase adequate clothing for the season, rations and water, flint and steel, rope, bedroll, a small hammer, and pitons. They can purchase any weapons, armor, and other equipment with any gold they have remaining.

Recommended traits: Alertness, fast healer, impersonation, keen eyesight, keen hearing, keen sense of touch, light sleeper.

Benefits: Scouts gain a +1 bonus to all nonweapon proficiency checks while in the wilderness or natural cave settings.

Hindrances: Scouts are ill at ease in urban or dungeon settings. They suffer a –1 penalty on all nonweapon proficiency checks when in such locales.

Wealth: Standard for the character’s class.


Sharpshooter

  Sharpshooters devote their time and effort to becoming extremely proficient with missile weapons. They might be experts with thrown weapons such as the dagger or hand axe. Some make their living as trick-shot artists in carnivals and circuses. Sharpshooters may be military specialists assigned to attack and dispose of enemy officers, wizards, airborne foes, or even enemy sharpshooters. Others might be classic archers, able to split an opponent’s arrow in a target or knock a foe’s weapon from his hand.

Social Ranks: Sharpshooters usually come from middle-classed families who have money to spend on weapons and lessons. Roll 2d6 to determine the social rank.

2d6 roll	Rank

2–6	Lower Middle Class

7–12	Upper Middle Class

Requirements: A sharpshooter must have a minimum Dexterity/Aim of 13. Bugbears, lizard men, minotaurs, ogres, and wemics cannot become sharpshooters. This kit is barred to wizards and priests (although the DM may allow some specialty priests, such as druids, to become sharpshooters).

Weapon proficiencies: More than half of a sharpshooter’s initial weapon proficiencies (or at least six character points) must be allocated on missile weapons. Expenditures for missile weapon specialization or style specializations involving missile weapons count toward the requirements.

Nonweapon proficiencies: Bowyer/fletcher, hunting, heraldry, riding, weaponsmithing.

Equipment: A sharpshooter’s first concern is making sure he has enough arrows or other missile weapons. After that, he can purchase whatever armor and equipment is appropriate to his adventuring class.

Traits: Ambidexterity, keen eyesight, keen hearing, lucky.

Benefits: Sharpshooters gain a +1 bonus to attack and damage rolls with one particular missile weapon. The weapon must be chosen at the time of the character’s creation. This bonus does not apply to a hurled missile weapon when it is used in melee combat. For example, if a sharpshooter threw a spear at an oncoming hobgoblin, he could apply the bonus. If he waited until the hobgoblin closed to melee range, the bonus is no longer applicable.

Hindrances: Because a sharpshooter concentrates on missile weapons, he suffers a –1 penalty on initiative rolls for melee combat.

Wealth: Standard for the character’s class.


Smuggler

 Characters who earn a living by fencing questionable goods and moving material about behind the backs of government officials are considered smugglers. They are opportunists who have the right connections to guide stolen or suspicious property about from place to place—at a considerable profit to themselves. Smugglers rarely steal things themselves. They consider that much more risky than transporting the goods and feigning ignorance about the goods’ origins. And they rarely keep materials they believe stolen—better to move the objects on to another city. A few smugglers work as fences on the side. Smugglers love the adventuring life because it gives them the opportunity to travel and the chance to move goods. A smuggler might jump at the opportunity to delve into a dungeon when the authorities are on the lookout for a matched set of emeralds he has in his belt pouch.

Social ranks: Most smugglers come from the middle class. Roll 2d6 to determine their rank.

2d6 roll	Social rank

2–8	Lower Middle Class

9–12	Upper Middle Class

Requirements: Smugglers must have a minimum Wisdom/Willpower score of 12, as they must have enough common sense to help them stay ahead of the law. This kit is open to all races and classes, but paladin smugglers require special approval from the DM.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes.

Recommended nonweapon proficiencies: Appraising, forgery, gem cutting, ancient history, artistic ability, etiquette, pottery, ancient languages, reading/writing.

Equipment: Smugglers seek magical bracers and rings to make themselves more difficult to be struck or seen. They will wear armor while adventuring—if their character class allows it. However, they prefer to travel in loose-fitting street clothes and unencumbered.

Recommended traits: Keen sense of touch, glibness, impersonation, lucky, obscure knowledge, precise memory.

Benefits: If a smuggler chooses the appraising nonweapon proficiency, he gains a +2 bonus to that proficiency score.

Hindrances: Smugglers on occasion run afoul of the law—or of individuals who try to pass goods via the character. When this happens, a smuggler might have to rely on his fellow adventurers for protection.

Wealth: Smugglers begin with the maximum amount of gold allotted to their character class to reflect the money they earn from their shady dealings.


Soldier

  A Soldier is a professional warrior. He might be a field officer, a career sergeant, or a sellsword. Any character class can be a soldier. Warriors and clerics can lead troops into battle; wizards can decimate enemy armies with their powerful, offensive spells; and rogues can infiltrate enemy-occupied positions and gain valuable intelligence. If a player is interested in this kit, he should discuss with the DM whether the soldier is a member of a standing military organization or is a mercenary. If the character is a member of a military force, his military rank also must be decided.

Social ranks: Soldiers come from all walks of life. However, those from more influential families tend to rise higher in the military career ladder. If the soldier is part of an organized unit, roll 2d6 to determine his social and military rank.

2d6 roll	Rank	Military Title

2–5	Lower Class	Man-at-arms/foot soldier

6–9	Lower Middle Class	Sergeant/horse soldier

10–11	Upper Middle Class	Lieutenant

12	Upper Class	Captain/commander

Requirements: Soldiers must have a minimum Constitution/Fitness score of 12, as military life is not easy. This kit is open to any player character race except; aarakockra, alaghi. githzerai, minotaur, mongrelman, satyr, swanmay, thri-kreen, and wemic. The kit is open to all classes.

Weapon proficiencies: Soldiers can be proficient in weapons that fit their adventuring class.

Recommended nonweapon proficiencies: History (ancient or local, emphasis on military events), fire-building, direction sense, animal handling, cooking, heraldry, riding (land-based), seamanship, swimming, disguise, armorer, blind-fighting, bowyer/fletcher, charioteering, endurance, navigation, survival, weaponsmithing, reading/writing.

Equipment: Soldiers must spend more than half of their starting wealth on weapons and armor. They can wear any armor and use any weapons allowed their adventuring profession.

Recommended traits: Keen eyesight, keen hearing, light sleeper.

Benefits: At the time of character creation, the soldier gains one free nonweapon proficiency, provided it is selected from the recommended list above. In addition, a soldier acquires one weapon at no cost—a gift of the military.

Hindrances: A soldier can purchase only those weapons, armor, and other pieces of equipment that can be carried on his back or on his mount.

Wealth: Standard for the character’s class.


Spy

In any campaign there is bound to be intrigue, conspiracies, and insidious plots. Uncovering these secrets is the job of the spy. As the scout crosses enemy lines and infiltrates dangerous wilderness areas to learn vital information, so does the spy wend his way through all levels of society. He attends parties or sits in smoky taverns, drinking, dancing, or gambling—all the while noting who is speaking to whom, what is being discussed, (and what isn’t being discussed), who’s present and who’s absent, and what are the latest rumors and gossip. Spies often choose to become adventurers, as that profession is the perfect cover. Few think twice when a new group of heroes comes into town. In most campaigns, adventurers are just accepted—if not granted a few favors in case their unique talents are ever needed. This allows spies to go almost anywhere without arising suspicion.

If this kit is chosen, the player should discuss with the DM exactly who the spy is supposed to be spying on, and who the spy’s employer is. It is possible that the spy is between missions, or is seeking additional income as an adventurer. Spies tend to be educated and versatile. Roll 2d6 to determine the social rank of a spy character.

2d6 roll	Rank

2–4	Lower Middle Class

5–12	Upper Middle Class

Requirements: Spies must be able to think on their feet and smoothly talk their way out of situations in which their cover may be blown. Therefore, all spies must have minimum Intelligence/Reason and Charisma/Appearance scores of 13. The spy kit is barred to half-ogres, as well as any optional PC race that is size large (restriction z from the Other Races section of Chapter Three), and thri-kreen. The kit is open to all classes.

Weapon proficiencies: Spies are only limited in weapon choice by their adventuring class. However, depending on their cover identity, spies may be limited in the weapons they carry. For example, a spy impersonating a wizard cannot bring his favorite bastard sword along as part of the disguise. Many spies prefer small, easily concealed, or easily disguised weapons (a walking cane can double as a club or hide a thin blade). This lets spies defend themselves if they are discovered. Such weapons include: club, dagger, knife, and darts. If the campaign involves much courtly intrigue, “ceremonial” weapons such as various swords also qualify.

Recommended nonweapon proficiencies: Disguise, forgery, dancing, etiquette, heraldry, riding, local history, modern languages, herbalism, reading/writing, appraising, gaming, musical instrument, reading lips, spellcraft.

Equipment: The spy’s cover identity may dictate what equipment he can carry without appearing incongruous.

Recommended traits: Alertness, empathy, glibness, impersonation, light sleeper, lucky, music (any), precise memory.

Benefits: Because of the spy’s suave charm, he receives a +2 bonus for all NPCs’ reaction rolls.

Hindrances: The foremost problem with being a spy is that if his cover identity is blown and he is captured, the penalty is often death. It is also possible that old foes may later determine the spy’s true identity and seek revenge against him.

Wealth: Standard for the character’s class.


Swashbuckler

 A swashbuckler is the lightly armed and armored hero with a flashing blade and rapier wit. Most at home in a city-based campaign (dungeons tend to ruin their expensive, foppish attire), the swashbuckler seems to have stepped right out of Dumas’ The Three Musketeers. Swashbucklers may be dull bureaucrats, wheezing aristocrats, or meek scribes during the day—but at night they don their fanciest clothes, gird on their blades, and venture out into the darkening city for an evening of raucous revelry, flippant conversation, and a helping of derring-do. Despite a generally flippant (some might say arrogantly sarcastic) attitude, most swashbucklers have a strong sense of honor. Anyone who dares insult the swashbuckler, his comrades, or a member of the opposite sex may well find a blade at his throat.

Social ranks: Swashbucklers are more affluent than common fighters. Roll 2d6 to determine a social rank.

2d6 roll	Rank

2–7	Upper Middle Class

8–12	Upper Class

Requirements: Swashbucklers should be witty, and they should be light on their feet for those occasions when their wit goes unappreciated. As such, all swashbucklers need minimum Dexterity/Balance and Intelligence/Reason scores of 12. This kit is closed to the optional player character races, and to rangers and druids.

Recommended weapon proficiencies: Swords are the traditional weapons of most swashbucklers, especially rapiers and sabres. However, they can use any weapons that fit their adventuring professions.

Recommended Nonweapon proficiencies: Tumbling, etiquette, dancing, riding, blind-fighting, musical instrument, appraising, gaming, tightrope walking, jumping.

Equipment: A swashbuckler can wear any armor and weapons allowed to his class, though they should be flashy and of good quality.

Recommended traits: Ambidexterity, artistic ability, glibness, music, lucky.

Benefits: When unarmored or wearing armor no heavier than studded leather, swashbucklers gain a +2 armor class bonus. This bonus is in addition to any other AC modifiers such as a high Dexterity and magical defensive items. (This is equal to the optional defensive bonus class ability, and the two cannot be combined.) Also, due to their roguish charm, swashbucklers gain a +2 reaction roll bonus from NPC members of the opposite sex.

Hindrances: As the swashbuckler seeks out adventure, so too does adventure find him. Life, and the DM, should conspire to make reality interesting for the character. For example, if a swashbuckler is fleeing the outraged sibling of one of his paramours, his flight might carry him across the path of a defenseless peasant who is being harassed by a gang of ruffians. Or, if a swashbuckler leaps overboard to escape the buccaneers who shanghaied him, he discovers that the waters are infested with sahuagin riding sharks.

Wealth: Standard for the character’s class, plus 20% to reflect his affluent background.


Thug

  This kit is recommended only for non good-aligned characters. As the outlaw makes his home and living on the fringes of civilization, the thug makes his way in cities. A thug knows the streets and alleys, and he knows the shadowy places best. In the darkest parts of town he lies in wait for unsuspecting prey—such as travelers new to the city, those who become lost in the maze of streets and alleys, and those on their way home after having a bit too much to drink. Thugs might be street ruffians, members of press gangs, gang enforcers, or barroom rowdies. In any case, they tend to be loud, obnoxious, and prone to violence.

Social ranks: Most thugs come from low-income families, and it is this background that leads them to their questionable lifestyle. Roll 2d6 to determine a thug’s social rank.

2d6 roll	Rank

2–8	Lower Class

9–12	Lower Middle Class

Recommendations: Thugs must have minimum Strength/Muscle and Charisma/Appearance scores of 10. This is barred to aarakocra, kobolds, satyrs, and swanmays. Only fighters and thieves may select this kit.

Weapon proficiencies: Small or easily concealed weapons are the thug’s favorites, as they can be carried most anywhere. These include: daggers, dirks, hand axes, knives, blowguns, and slings. However, thugs can carry any weapon that is allowed by their adventuring class.

Recommended nonweapon proficiencies: Blind-fighting, endurance, gaming, jumping, rope use, running.

Equipment: Most thugs like to wear as little armor and carry as few pieces of equipment as possible—as they like to move about unencumbered. However, some thugs prefer wearing bulky armor and carrying big weapons to intimidate others.

Recommended traits: Fast healer, keen eyesight, keen hearing, keen sense of touch, light sleeper.

Benefits: Due to their rough-and-tumble lifestyle and penchant for street brawls, thugs gain a +1 bonus to all damage rolls.

Hindrances: Thugs are often wanted by the local law enforcers. In a relatively confined area such as a city, a thug can never relax. Around the next corner might be a member of the constabulary—or the thug’s next victim.

Wealth: Standard for the character’s class.


Weapon Master

A weapon master is a character who, regardless of class, has chosen to devote most of his combat training to a single weapon. A weapon master’s goal is to blend weapon and self into one whirling, deadly union—one lethal entity. Weapon masters might display their prowess as part of a circus or carnival show—knocking lit cigars out of unsuspecting peoples’ mouths—or juggling three short swords while blind-folded. Or, weapon masters might have inherited the family heirloom weapon, and mastering it is a family tradition that the character feels he must live up to.

Social ranks: Weapon masters come from families that can afford weapon instructors. Roll 2d6 to determine a weapon master’s social rank.

2d6 roll	Rank

2–4	Lower Middle Class

5–9	Upper Middle Class

10–12	Upper Class

Requirements: Only fighters, priests, and thieves can become weapon masters. Further, they must have minimum Strength/Stamina and Dexterity/Aim scores of 13. The kit is open to all races.

Weapon proficiencies: Weapon masters always choose a melee weapon to study and excel in. The character must begin play with expertise or specialization in at least one melee weapon.

Recommended nonweapon proficiencies: Blind-fighting, juggling, weaponsmithing, bowyer/fletcher, endurance.

Equipment: A weapon master cannot wear any armor heavier than chain mail. The weapon master begins play with one weapon ot the type he has mastered at no cost.

Recommended traits: Ambidexterity, double-jointed, keen eyesight, keen hearing, lucky.

Benefits: A weapon master is so skilled with one melee weapon that he can, as he enters combat, display his amazing level of skill. This causes all opponents who see the display to suffer a –2 initiative penalty for the first two rounds of combat.

Hindrances: So total is the weapon master’s devotion to his weapon that he cannot become proficient with weapons of another type. For example, if the character’s choice weapon is a mace, he can only gain proficiencies in bludgeoning weapons. If the chosen weapon is a sword, he can only wield slashing weapons without suffering penalties to hit.

Wealth: Standard for the character’s class.


Unarmed Combat Specialization

Specialists in unarmed combat receive a +1 bonus on attack rolls and a +2 on damage rolls. In addition, they receive the same number of extra attacks any other specialist receives—typically one extra attack every two rounds.


Boating

1 slot, Wisdom, +1 modifier.

Recommended: Adventurer, Bounty Hunter, Smuggler.

A character with 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 at least large lakes, rather than small craft on smaller lakes and rivers.


Alertness

1 slot, Wisdom, +1 modifier.

Required: Burglar.

Recommended: All.

A character with this proficiency is able to instinctively notice and recognize signs of a 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, Wisdom, -1 modifier.

Recommended: Bandit, Bounty Hunter, Smuggler.

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 that 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.

   	Bandits and Smugglers often use this ability for communication on the job, almost as a variant dialect of thieves' cant.


Begging

1 slot, Charisma, special modifiers.

Required: Beggar.

Recommended: Assassin, Bounty Hunter, Burglar, Cutpurse, Spy.

This proficiency serves two functions. First, it allows the character to pose convincingly as a beggar; success is automatic, so no proficiency check needs to be made. This function is used most by Assassins, Bounty Hunters and Spies in the pursuit of their assignments.

   	A character can also use begging to procure a very minimal daily income. (Many Cutpurses are in fact beggars who aren't getting enough—and vice versa.) Success requires first that there be people to beg from—people with money to give. A character in an abandoned castle or a recently pillaged village are virtually assured of failure.

   	The following modifiers are suggested to the DM as guidelines. They do not consider the wealth of a locale, just the population density. Impoverished regions might have greater negative modifiers—but then, so might affluent areas with traditions of stinginess.

Table 2: SUGGESTED BEGGING MODIFIERS

Locale	Modifier

Uninhabited/

Wilderness	Automatic Failure

Countryside	-7

Hamlet, Village	-5

Town	-2

City	 0

If a proficiency check is successful, then a character is able to panhandle enough money, goods or services that day to meet his basic needs (a little food and drink, a place to sleep).

   	The DM may also use the proficiency check for specific single actions—e.g., a character in disguise as a beggar accosts a specific NPC.

   	The begging proficiency may not be used to force player characters to give money away; players are always free to decide if and how generous their characters are in response to supplications.


Fast-Talking

1 slot, Charisma, special modifier.

Required: Swindler.

Recommended: Acrobat, Adventurer, Fence, Investigator, Smuggler, Troubleshooter.

Fast-talk is the art of distraction and conning. If a successful proficiency check is made, the fast-talker is able to get away with whatever scam he is attempting. Modifiers are based on the Intelligence and Wisdom of the target, as shown on Table 3. The DM may also introduce modifiers according to the difficulty or plausibility of what the character is attempting.

Table 3: FAST-TALKING MODIFIERS

Target's	Target's

Intel. 	Modifier   Wisdom   Modifier

3 or less	n/a	3        	-5

4-5	-3	4-5	-3

6-8	-1	6-8	-1

9-12	0	9-12	 0

13-15 	+1	13-15	+1

16-17         	+2	16-17	+3

18	+3 	18 	+5

19	+5	19+ 	n/a

20           	n/a

   	Modifiers are cumulative. Targets of Intelligence 3 or less are so dim that attempts to fast-talk them fail automatically because they can't follow what's being said. (Creatures that are so stupid are easy to fool in other ways, however.) Targets with Intelligence of 20 or more or Wisdom of 19 or more are impervious to fast-talking.

   	Example: Julina the Silent, spy extraordinaire, is discovered by guards as she sneaks around the emperor's palace. She quickly decides to fast-talk them into believing that she is the mistress of the Steward of the palace and she just got lost in the labyrinthine halls. Unknown to Julina, the Steward is an elderly, faithfully and happily-married gentleman; and it is possible that the guards know of this reputation. The DM assumes the guards to have average Intelligence and Wisdom (no modifier), but he adds a -3 modifier because Julina's story contradicts the Steward's reputation. A 1d20 roll of 7 is less than 10 (Julina's Charisma of 13, with the -3 modifier), so she succeeds. The guards buy her story, and suggest that she go where she belongs immediately. If she failed they would call her bluff—and perhaps escort her straight to the door of the Steward and his wife!


Fortune Telling

2 slots, Charisma, +2 modifier (see below).

Recommended: Swindler.

This nonweapon proficiency covers knowledge of a variety of methods of divination—all of them fake. The thief 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 thief is familiar enough with these practices to make it appear that he's an authentic soothsayer. (If fortune telling can make accurate predictions in the DM's campaign, this proficiency does not necessarily enable the thief to do so; it confers no magical powers.) The thief makes up the prediction he wishes to tell.

   	A successful proficiency check indicates that the thief'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 prediction is simply not believed. If the DM wishes, the same modifiers described for fast-talking (above) may be used, based on the Intelligence and Wisdom of the subject and the believability of the fortune predicted.

   	Optional Rule: If a natural 1 (or another number secretly chosen by the Dungeon Master before the die is rolled) comes up, the event that the thief predicted actually comes true!


Information Gathering

1 slot, Intelligence, special modifiers.

Required: Beggar, Fence, Investigator, Spy.

Recommended: Adventurer, Assassin, Bounty Hunter, Burglar, Cutpurse, Smuggler, Swindler, Troubleshooter.

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 of any 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 DM must decide how specific the information is.)

   	The following modifiers may adjust the proficiency check:

   	Characters' 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, their "territory" (below) is considered to be that of the guild, not just their own area of operation.

   	Since this 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. "Territory" refers to his regular base of operations—a town, one neighborhood of a city, or even a whole province or countryside. Outside this territory the thief does not hear rumors automatically (a normal proficiency roll is required), and gathering specific information suffers a penalty of at least -3. The DM may make it greater in truly foreign areas (e.g., a thief of Waterdeep trying to gather information in Calimshan), due to great differences in language, culture or race.

   	Finally, any time a proficiency check is required for information gathering, a small investment of money for drinks, bribes, and so forth must be made, or an additional penalty of -3 is imposed. A total of 1d10 gp is typical, and it is lost whether or not the desired information is found. (If the information is still unknown, the character can continue his search the next day, spending more money and making another proficiency check.) The DM is free to increase the cost of using this proficiency if it suits the campaign.

   	Examples:

   	1. Urlar is hanging around the local tavern in his neighborhood when he hears rumors of a dragon to the north, recently slain as it raided a village. The dragon's cave and treasures are as yet undiscovered. But some bragging adventurers are said to have found a map to them. Urlar's contacts provide this information to him automatically, while another PC would need to approach people, talk with them, and probably buy them several drinks in order to learn of the map and treasure.

   	2. His greed sparked, Urlar wants to know who these adventurers are, so that he can steal their map and find the dragon's hoard for himself. This requires a couple of drinks (a 2 gp investment); and the proficiency check has a -1 penalty because of Urlar's low Charisma (7). Urlar's Intelligence is 10, so he needs to roll a 9 or lower to find out who the adventurers are. If they are not very well known, he may need to make additional checks to track them down (find where they are staying, what temples they visit, or whatever).

   	3. Julina the Silent is hired as a spy to infiltrate the emperor's palace. She needs to find an easy way in—a sewer, service exit, or the like. She has an expense account from her employers for bribes. Her Intelligence is 14 and her modifiers are: +1 (for Charisma 13 reaction adjustment), +2 (thieves' guild member), and -3 (for this not being her home territory); so she must roll 14 or lower on 1d20 to get the information she needs.

   	It's best to role-play information searches whenever possible.


Intimidation

1 slot, ability special, special modifier.

Required: Thug.

Recommended: Bandit, Bounty Hunter, Buccaneer.

This is a talent for bending people to your will by scaring the living daylights out of them. NPCs who are intimidated are quite likely to do what they're 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 with one of two abilities: Strength or Charisma. If Strength is used, the thief is threatening immediate, personal bodily harm. If Charisma is used, the intimidation consists of more subtle threats, which need not be physical. If successful, the NPC is convinced that the thief 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 players' freedom to role-play.


Locksmithing

1 slot, Dexterity, 0 modifier.

Recommended: Troubleshooter, dwarf and gnome thieves.

This is the specialized skill of making locks. It is treated like other "craft" proficiencies when checking for success. Also, thieves with this proficiency gain a 10% bonus to their lockpicking 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 fill one slot, because of the tradition of craftsmanship and mechanical things in their cultural heritages.


Looting

1 slot, Dexterity, 0 modifier.

Required: Burglar.

Recommended: Adventurer, Bandit, Buccaneer, Thug.

This proficiency represents a knack for grabbing the best loot in the shortest time. For instance, a cat burglar breaks into a room in a wealthy mansion. He has about two minutes to fill his backpack, so that he can escape before guards are summoned by magical alarms. If his 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.


Observation

1 slot, Intelligence, 0 modifier.

Required: Beggar, Cutpurse, Investigator, Spy, Swindler, Troubleshooter.

Recommended: Assassin, Bounty Hunter, Burglar, Fence, Smuggler.

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 or concealed doors by 1 in 6. The proficiency covers all the senses.

   	Example: Julina is questioning a man who claims to be a craftsman who has worked on the palace; she is searching for the most discreet entrance. The DM secretly rolls an observation proficiency check; it is successful. "You notice," he tells her, "that his hands are in beautiful condition, entirely lacking callouses." From this observation, Julina may deduce that the man is actually just posing as a craftsman; he may be a con man taking advantage of a few free drinks or coins, or he could even be a spy for her enemies.


Voice Mimicry

2 slots, Charisma, special modifiers.

Recommended: Assassin, Spy.

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 a case, a proficiency roll is required (with a +2 modifier).

   	More difficult is the imitation of a 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 (e.g., parent or spouse—someone who has had close contact with the person for years) is at -7.

   	This ability is often used in conjunction with the disguise proficiency. Which proficiency 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 doesn't matter how good the voice imitation is. If the voice is successfully mimicked first, it gives a +1 modifier to the disguise check.


Trailing

1 slot, Dexterity, special modifiers.

Required: Assassin, Cutpurse.

Recommended: Beggar, Bounty Hunter, Investigator, Spy, Thug, Troubleshooter.

Trailing resembles tracking, except tracking is associated chiefly with the wilderness, and trailing typically is used in major urban centers (i.e., cities and large towns). It is the talent of tailing someone—of 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 proficiency 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 (varying from first time in a foreign city to the thief's home neighborhood) 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 modifiers (though you needn't tell exactly what they are).

   	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).

   	Example: Julina is trailing an NPC through the Imperial capital, because she suspects that he is spying for a rival employer and has information that would be valuable for her. It is nighttime, on a nearly deserted street. The DM informs Julina of this, and says that she'll have trouble going unnoticed (-2 modifier on her first roll, he rules, but does not tell her); but if her quarry does spot her, he'll be easier to chase (+2). The DM also decides that Julina has been in the capital on this job long enough that she's fairly familiar with the streets and alleys, so she will not suffer a penalty on that account. However, unbeknownst to Julina, the spy she follows has both alertness (-5 modifier) and trailing proficiencies (-3 modifier). This means that her first roll has an adjustment of -10; if it fails, the second will have an adjustment of -6. Julina's Dexterity is 17. She needs to roll 7 or lower on her first roll, but gets a 13 and fails. "The man has spotted you," says the Dungeon Master. "He speeds up and ducks around a corner, into an alley." Julina follows; to keep from losing him, she needs to get an 11 or lower. She rolls an 11, just barely making it. "The alley is empty—you are about to rush through to the next street, but through a window you spot a flash of red, like the man's coat, and hear footsteps up a staircase in the building to your right."


Acting

    	Acting enables a character to skillfully portray various roles. Acting is most often used as a form of entertainment; it can also be useful in aiding a disguise. If both acting and disguise are known, the proficiency check for either is made with a +1 bonus.

Proficiency checks are required only if the actor must portray a particularly difficult character or is attempting an "ad lib" role (i.e., a nonrehearsed role or on short notice).


Chanting

    	The character is an accomplished chanter and can use this ability to help fellow workers or soldiers keep pace. Proficiency checks are used to determine the effectiveness of the chanting.

On a successful proficiency check, those who can hear the chanter become slightly hypnotized by the rhythmic sound, causing the time spent on arduous, repetitive tasks to pass quickly. The DM can, at his option, adjust results for forced marching, rowing, digging, and other such tasks accordingly.


Craft Instrument

    	Those who take this proficiency must specify whether they are skilled at crafting wind, stringed, percussion, or keyboard instruments. It takes an additional proficiency slot to gain one of the other skills. Three additional slots allow the character to take the title "master craftsman" as he is able to craft instruments of all forms.

A craftsman must buy materials equal to a quarter of the instrument's sale value. It then takes 1d6 days to craft a wind or percussion instrument, 2d8 days to form a stringed instrument, and 3d10 days to create a keyboard instrument. These times assume that the craftsman is spending 10 hours a day working on the instrument. If craftsman tools (cost 25 gp, weight 5 pounds) are not available, all times are doubled.

The quality of an instrument is determined by a final proficiency check. Failure results in an instrument of poor quality, while success indicates good quality. A natural 20 indicates that the instrument is nonfunctional, while a natural 1 results in a masterpiece worth twice the normal value.

Simple repairs take only 1d4 hours and require no proficiency check unless the proper tools are not available. However, repairing severe damage requires 1d8 hours and a check is mandatory for success.


Crowd Working

    	Almost every bard is familiar with the ways of a crowd. However, those who take crowd working learn all the tricks of the trade. Such bards are skilled at observing crowds and adjusting their performances accordingly.

Any bard who is using a special ability to adjust the encounter reactions of a crowd (e.g., influence reactions) can make a crowd working proficiency check. If this check is successful, the bard can alter the reactions of the crowd by two levels instead of the typical one.

If the bard or his group is soliciting money from a crowd, a successful proficiency check indicates that the bard is particularly appealing and the crowd willingly donates twice as much money as it normally would (or conditions improve one category if using the performance rules earlier in this handbook).


Poetry

    	Proficiency in poetry includes the skills of reciting poetry and judging its quality. It also indicates that the character has a repertoire of poems memorized for recital at any time. No proficiency check is required for a normal recital.

If the character can read and write, original poems can be written. A successful proficiency check indicates that the poem is of above average quality.


Whistling/Humming

Almost anyone can whistle or hum. Those who take this proficiency are exceptional whistlers and hummers. They can produce tunes as captivating as most songs. A person with this proficiency is a true master whistler and hummer.

It is so easy to learn a new tune to whistle or hum that characters with this proficiency can learn numerous tunes. In fact, if a proficiency check is made, a whistler or hummer knows any particular tune in question. In addition, a character with both this proficiency and the animal lore proficiency can mimic any bird call he has heard.

However, most adventurers do not take whistling just for the entertainment value. Instead, they are looking for its uses in communication. This communication is possible only among those who know this proficiency. If both characters succeed with their proficiency checks, a single concept can be communicated. Some examples are "Go around to the side door," "I hear them coming," "Slowly reach out now, the guard doesn't see you."


Bureaucracy

  	This proficiency encompasses a working knowledge of governmental protocol and the skills necessary to navigate bureaucratic organizations. A character with this proficiency knows which official to approach and the best time to approach him (a tax collector's aide may have better access to information than the tax collector himself; a city clerk may be less harried and more helpful at the beginning of the month than at the end). He knows where government records are kept and the procedures for examining them. He knows how to circumvent sluggish or uncooperative bureaucrats. He obtains permits and other government documentation in half the normal time. No proficiency checks are needed for any of these functions.

  	A character can also use Bureaucracy to turn the system against someone else. A successful proficiency check doubles the amount of time to make a government decision, causes a permit to be issued under the wrong name, or temporary misplaces an important document. A paladin must be careful with this ability, to avoid breaking the law and violating his ethos.

  	The Bureaucracy proficiency covers the governmental organizations in a particular region, usually the character's homeland. He may spend additional slots to expand the proficiency to other regions. Official organizations include government councils, regulatory boards, and church hierarchies. The proficiency is only effective when dealing with organizations of 10 or more members.

  	Crossover Groups: Priest, Rogue.


Diagnostics

  	Both the Healing and Diagnostics proficiencies aid victims of trauma and disease. But while the Healing proficiency can be used to restore lost hit points, Diagnostics is mainly concerned with determining the cause of the damage and the prognosis; Diagnostics alone will not heal damage.

  	With a successful proficiency check, a character becomes aware all of the following information applicable to a particular patient:

• If the patient has suffered physical damage, the character can determine the extent of the damage, though he may not be 	able to ascertain the exact cause (if a victim was attacked by a tiger, the character will know that the victim was clawed 	by a large animal, but not necessarily the species). The character can recommend treatments and offer prognoses, as with victims of diseases.

• If the patient has been poisoned, the character knows the antidote (if one exists) and how to prepare it. Note that even if the character knows how to prepare an antidote, he may not have access to the necessary ingredients.

• The character knows the name of the disease, its cause, how long the patient has had it, and the optimum treatment. If the patient is treated as specified, he suffers the mildest form of the disease and its shortest duration. If the patient declines 	treatment, or the treatment doesn't work, the character can determine the patient's prognosis with reasonable accuracy. 	("The patient will recover by the end of the month." "The patient will become permanently blind if not treated within a year.") The character may diagnose both natural and magical diseases.

• When examining a corpse, the character can determine how the victim died and approximately how long it's been dead. If the victim died of unnatural causes, the character will only be able to determine the general circumstances of the death. 	For example, if an evil wizard incinerated the victim with a fireball, a successful diagnostics check might reveal that the victim burned to death very rapidly as a result of some type of magic, but not that it was affected by a fireball.

  	A character with this proficiency may diagnose himself or any other character, or animals, except for supernatural creatures (such as a ghost or skeleton) and creatures from another plane of existence (like a xorn or aerial servant). He may attempt to diagnose an individual or creature only once.

  	If a character also has the Healing proficiency, he may modify all Diagnostic checks by +1.

  	Crossover Groups: Priest.


Jousting

  	This proficiency includes the combat skills necessary for a successful joust, as well as the manners, behavior, and flair needed to impress an audience. To take this proficiency, a character must first have a weapon specialization in the jousting lance.

  	A character with this proficiency modifies his attack rolls in a jousting match by +2 (see the "Routine Activities'' section of Chapter 7 for jousting rules). The use of this proficiency presumes that the character has an adequate lance, shield, and mount.

  	Should a character win a match, his stylish performance favorbly impresses the audience. Audience members with a special interest in the match (such as royalty, gamblers, or potential paramours) who later encounter the jouster modify their reaction rolls by +2. If he wins several matches in a tournament, the bonus doesn't rise above +2. If he later loses a match or two in the same tournament, he still earns the bonus. However, if the jouster has an especially disastrous day—say, if he follows a winning joust with a long string of losses—the audience may dismiss the win as a fluke, and the DM may cancel the bonus.

  	Crossover Groups: Warrior.


Law

  	A character with this proficiency is thoroughly familiar with the legal system of his homeland (or any other region of his choice). He knows which laws are rigorously enforced (illegal gambling may be tolerated in one region, aggressively prosecuted in another), and routine legal procedures (such as how to file suit against a debtor). Understanding nuances of the law, such as interpreting fine points of a contract, require proficiency checks.

  	A successful proficiency check also allows the character to conduct a strong defense when he or a companion stands accused of a crime. If the judge is fair-minded and the evidence of the crime is ambiguous, a successful check will sway the verdict in the defendant's favor; either he receives the smallest possible sentence or fine, or is completely vindicated. However, if the evidence clearly calls for a conviction or the judge is corrupt, a successful proficiency check won't help.

  	A character may spend additional slots to know the legal systems of other regions. Alternately, he may spend slots to acquire expertise in a particular area of the law, such as tax codes or property rights. Expertise assumes a broad understanding of the chosen area, requiring checks only in extreme instances.

  	Crossover Groups: Warrior, Priest.


Oratory

  	Through inspiring speech and sheer force of personality, a character with this proficiency can influence the opinion of a crowd. Any size crowd may be influenced, so long as they speak the same language as the orator, and can see and hear him clearly.

  	To use this proficiency, the orator must address the crowd on one specific topic. For instance, he may attempt to persuade them to rise up against a local despot, leave town because of an impending danger (a monster on the outskirts of town, an advancing evil army), or help search for a missing child.

  	Before the orator speaks, the DM must determine the size of the crowd, their level, and their general attitude toward the orator and the topic he's addressing. For small crowds—say, less than five members—determine levels and attitudes individually. Break larger crowds into groups; decide an average level and attitude for each group. Use Table 59 in Chapter 11 of the DMG to access attitudes about the topic; the crowd may be Friendly, Indifferent, Cautious, Threatened, or Hostile.

  	Before any rolls are made, or the orator begins speaking, the player tells the DM if the orator will be attempting to adjust the crowd's opinion one level up or down on Table 59. The orator then speaks to the crowd; he must speak uninterrupted for at least 10 rounds.

  	When the orator finishes speaking, roll the Oratory proficiency check. If the check succeeds, make an Intelligence check for each individual in a small crowd, or for each small group in a large crowd. Modify these rolls by a –1 penalty for each 1 by which the orator made the Oratory check. For instance, if the Orator needed a 10 to succeed and rolled a 5, each Intelligence check takes a –5 penalty.

  	Individuals or small groups who fail their throws have their opinions about the topic adjusted one level on Table 59 in the DMG. An Indifferent opinion may become Friendly or Cautious, a Cautious opinion may become Indifferent or Threatening. However, all audience members who fail their rolls have their opinions adjusted the same way. The opinions of those who succeed in their rolls remain unchanged by the character's Oratory; however, practically speaking, peer pressure can produce the same results. The DM may override any die roll that produces inappropriate results; for example, an NPC in the crowd who has a long-standing feud with the orator may be unswayed, regardless of the orator's eloquence.

  	A character may use this proficiency only once on a given crowd. Should the composition of the crowd change to include many new members, the character may make another oratory attempt, providing he speaks on a different topic.

  	Note that this proficiency elicits only modest changes in attitude. If a crowd feels Indifferent towards a despot, an orator may be able to stir up some ambiguous feelings about him, but he won't be able to convince them to immediately storm the despot's castle. If the crowd is suspicious of a particular religion, the orator may persuade them to be more tolerant, but he shouldn't expect any spontaneous conversions.

  	Crossover Groups: Warrior, Priest.


Camouflage

  	By using this proficiency, the character can attempt to conceal himself, his companions, and inanimate objects by using natural or man-made materials. Successful use assumes the availability of all necessary materials. In forests and jungles, the character can use shrubbery, mud, and other readily available resources. Arctic or similarly barren terrain usually requires special clothing, paints, or other artificial materials (although "digging in" is an old trick which may be applicable in such terrain, depending on local conditions). It takes a character a half-hour to camouflage himself or another person, two or three hours to conceal a cart or inanimate object of comparable size, and a half-day to hide a small building.

  	Neither human, demihuman, monster, nor animal passersby will be able to see a camouflaged character, presuming the character makes a successful proficiency check. Camouflaged companions will also go unnoticed; only one proficiency check is required for the entire group.

  	Objects may also be camouflaged. Objects the size of a person require no penalty to the check; cart-sized objects require a -1 penalty, while building-sized objects require a -3 penalty. The DM may adjust penalties based on these guidelines.

  	Camouflaging has no effect on predators that locate prey by scent or other keen senses; a hungry wolf can still sniff out a camouflaged human. A camouflaged person has no protection against a passerby who accidently brushes against or bumps into him. Likewise, a camouflaged person may reveal himself if he sneezes, cries out from the sting of a bee, or makes any other sound.

  	Note that camouflaging is only necessary for persons or objects that would otherwise be partially or entirely exposed. A person hiding behind a stone wall wouldn't need to be camouflaged to avoid detection, nor would a buried object.

  	Crossover Groups: Fighter, Rogue.


Distance Sense

  	This proficiency enables a character to estimate the total distance he's traveled in any given day, part of a day, or a number of consecutive days equal to his level. For instance, a 7th level character can estimate the distance he's traveled in the previous week. The estimate will be 90% accurate.

  	Crossover Groups: General.


Foraging

  	By using this proficiency, a character can search a wilderness area to locate a small amount of a desired material, such as a branch suitable for carving into a bow, enough kindling to start a fire, a medicinal herb, or a component required for a spell. The character must spend 2-8 (2d4) hours searching, and the material must theoretically be available in the area being searched (for instance an icicle isn't available in the desert, nor dry kindling on the ocean floor). The DM doesn't confirm if the material sought is actually available until after the character has searched for the designated period. If the DM decides the material isn't in the area, no proficiency check is necessary; he merely reveals that the search was in vain.

  	If the DM decides the material is indeed available, a successful proficiency check means the character has found what he's been looking for. As a rule of thumb, the character locates no more than a handful of the desired material, though the DM may make exceptions (if searching for a few leaves of a particular herb, the character may instead find an entire field).

  	If the check fails, the material isn't found. The character may search a different area, requiring another 2-8 hours and a new proficiency check.

  	Crossover Groups: Warrior, Rogue.


Falconry

  	This is most properly the Animal Training (Falcon) proficiency. A character with this proficiency is an expert in training and handling falcons, enabling him to teach them tricks and tasks (This proficiency also allows the training of hawks at a -1 penalty. Owls are a separate proficiency and can be trained at -2).

  	A character can teach a falcon 2d4 (2-8) tricks or tasks in any combination. It takes 2d6 weeks to teach the falcon a trick, three months for a task. At the end of a training period, the character makes a proficiency check. If the check succeeds, the falcon has learned the trick or task. If the check fails, the falcon is incapable of learning more.

  	If not using falconry training equipment (see Chapter 7), the success roll required for training is penalized by -2.

  	Crossover Groups: General.

  	Note: The foregoing is the standard proficiency. Optionally, the training rules for rangers given in Chapter 3 can be used. Training times and number of tricks/tasks may vary.

  	Sample general tasks:

  	Hunting: The falcon is trained to hunt its natural prey: small mammals and game birds; and to return with them to the falconer. Nearly all trained falcons receive this training first.

  	Ferocity: The falcon receives a +1 bonus to all attack and damage rolls, and a +2 morale bonus.

  	Guard: The falcon shrieks at the approach of strangers. If approached closer than 20' or 30', the falcon will attack unless ordered not to. The bird can recognize designated friends.

  	Homing: The falcon recognizes one place as its roost and returns there upon command.

  	Loyalty: The falcon is exceptionally loyal to an individual selected by the trainer. It has a +4 saving throw bonus against charm, control, empathy, or friendship attempts by others. Further, it comes when the individual summons it, guards its master from attack and may perform unusual acts of loyalty as decided by the DM.

  	Species Enemy: The falcon is trained to recognize an entire species as a natural enemy. Its basic reaction will be hostile, it will reject empathy, and have a +4 saving throw bonus against the enemy's charm or control attempts. It will attack the species enemy in preference to others.

  	Track: The falcon will track a designated creature and return. It can retrace its path to lead the falconer to the creature.

  	Sample specific tricks:

  	Attack: The falcon will attack on command a creature designated by the falconer until called off. The falcon's base morale is at least 11. The falcon receives a save vs. rods against another ranger's animal empathy ability.

  	Capture Prey: A hunt-trained falcon will return with the prey alive and unharmed.

  	Catch Object: Upon command, the falcon will catch a small object thrown into the air or a small falling object and return to the falconer.

  	Distract: The falcon is trained to feint at an opponent. The opponent must make a saving throw vs. paralysis or lose its next action.

  	Eye Attack: The falcon is trained to strike at an opponent's eyes. A beak hit has a 25% chance of striking an eye. An opponent struck in the eye is blinded for 1d4 rounds and has a 10% chance of permanently losing sight in the eye.

  	Hand Signals: The falcon can be commanded by hand signals as well as by voice.

  	Hide Object: The falcon takes an object from the falconer, flies away with it, and conceals it. The falcon will retrieve the object on command.

  	Pit Fighting: The falcon is trained as a fighting bird. It has a +2 attack bonus against any fighting bird that is not so trained.

  	Recall: The falcon will immediately return to the falconer upon receiving the command.

  	Nemesis: The falcon is trained to attack a specific individual. The falcon never checks morale when attacking the individual.


Persuasion

  	This proficiency enables the character to make a compelling argument to convince a subject NPC character to see things his way, respond more favorably, or comply with a request. The character engages the NPC in conversation for at least 10 rounds (meaning that the subject must be willing to talk with the character in the first place); subjects whose attitudes are threatening or hostile aren't affected by this proficiency.

  	A successful proficiency check means that the subject's reaction is modified by +2 in favor of the character (see Table 59 in Chapter 11 of the DUNGEON MASTER Guide). This bonus is not cumulative with any other reaction modifiers, such as those derived from Charisma; other reaction modifiers don't apply. For every additional slot a character spends on this proficiency, he boosts the reaction modifier by +1 (for example, spending two slots on this proficiency gives a +3 reaction bonus).

  	Crossover Groups: General.


Riding, Sea-based

  	This proficiency allows the character to handle a particular species of sea-based mount The type of mount must be specified when the proficiency is acquired. The character may spend additional slots to enable him to handle other species.

  	In addition to riding the mount, the proficiency enables the character to do the following:

•	When the mount is on the surface of the water, the character can leap onto its back and spur it to move in the same round. No proficiency check is required.

•	The character can urge the mount to leap over obstacles in the water that are less than 3' high and 5' across (in the direction of the jump). No proficiency check is required. Greater jumps require a proficiency check, with bonuses or penalties assigned by the DM according to the height and breadth of the obstacle and the type and size of mount. Failure means the mount balks; an immediate second check determines if the character stays on the mount or falls off.

•	The character can spur the mount to great speeds. If an initial proficiency check fails, the mount resists moving faster than normal. Otherwise, the mount begins to move up to 2d6 feet per round beyond its normal rate. Proficiency checks must be made every five rounds. So long as the checks succeed, the mount continues to move at the faster rate for up to two turns. After the mount moves at this accelerated rate for two turns, its rate then drops to 2/3 of its normal rate. It can move no faster than 2/3 of its normal rate until allowed to rest for a full hour.

  	If the second or any subsequent check fails, the mount's movement drops to half its normal rate. It continues to move at this half-speed rate until allowed to rest for a hour.

•	If a sea-based mount on the surface of the water is attacked, it will normally submerge unless it makes a successful morale roll. If the morale roll fails, the rider can command the mount to re-surface by making a successful proficiency check. If the check fails, the rider can attempt another check each round thereafter, so long as he is physically able. While submerged with the mount and attempting to force it to surface, the rider risks drowning (see Chapter 14 of the Player's Handbook). Because he's exerting himself, the number of rounds the rider can hold his breath is equal to half his Constitution score.

  	Crossover Groups: General.


Signaling

  	This proficiency gives the character the ability to send messages over long distances. The character must designate his preferred method for signaling. Typical methods include smoke signals, whistling, waving flags, drums, or reflecting mirrors. For each additional slot spent, the character may choose an additional method.

  	Because signaling is essentially a language, messages of reasonable complexity can be communicated. A practiced signaller can transmit as many as 10 words per combat round.

  	To interpret the signal, the recipient must be able to see or hear it. He must also have the signaling proficiency and know the same signaling method as the sender. To send a message and have it understood, both the signaler and the recipient must make successful proficiency checks. If one fails his roll, the message is distorted; the message can be sent again in the following round, and proficiency checks may be attempted again. If both checks fail, or if either character rolls a natural 20, an incorrect message was sent and received; the message has the opposite of the intended meaning. Characters without the signaling proficiency, as well as characters who have the proficiency but use a different signaling method, can't understand the signals.

  	Crossover Groups: General.


Spelunking

  	A character with this proficiency has a thorough understanding of caves and underground passages, including their geology, formation, and hazards. The character generally knows what natural hazards are possible and what general equipment a spelunking party should outfit itself with. A successful proficiency check can reveal the following information:

•	Determine, by studying cracks in the walls and pebbles on the floor, sniffing the air, etc., the likelihood of a cave-in, flash flood, or other natural hazard. This only works with respect to natural formations, and is negated if the natural formations have been shored up, bricked in, or otherwise tampered with.

•	Estimate the time required to excavate a passage blocked with rubble.

•	While exploring extensive underground caverns, a successful check reduces the chance of getting hopelessly lost when confronted by multiple unmarked passages, sinkholes, etc. to a maximum of 30%, assuming good lighting (see DMG Table 81-82).

  	Crossover Groups: Warrior.


Trail Marking

  	By notching trees, scattering pebbles, piling stones, and clipping weeds, the character can mark a trail through any wilderness area. Providing he moves at 2/3 his normal movement rate, he can mark a continuous trail as long as he likes; however, the longer the trail, the less likely he'll be able to follow it back.

  	A successful proficiency check enables a backtracking character to follow his own trail for a distance equal to his level in miles. If he fails a check, he loses the trail. For instance, assume a 3rd level character marked a 12-mile trail. His first successful proficiency check enables him to follow this trail back three miles. A second successful proficiency check means he can follow the trail another three miles. The third check fails, and he loses the trail; he's only been able to follow his trail for a total of six miles.

  	The tracking proficiency isn't necessary to use the trail marking proficiency. However, when a ranger loses his own marked trail, he may still attempt to follow it using his tracking proficiency. Any other characters with the tracking proficiency may also attempt to follow a ranger's marked trail, using the rules applicable to the tracking proficiency.

  	A marked trail lasts unless it is obscured by precipitation, a forest fire, or the passage of time (an undisturbed trail marked in a forest should last for weeks, while an arctic trail may last less than a day during periods of heavy precipitation; the DM decides). A ranger or other character with the tracking proficiency may still attempt to follow an obscured trail using the tracking rules.

  	Crossover Groups: Warrior.


Trail Signs

  	A character with this proficiency can read symbolic messages indicated by an arrangement of stones or other physical objects. The character must designate the method of leaving messages preferred by his family, tribe, or culture. Typical methods include piling rocks, stacking branches, or building snow sculptures. When the character encounters such a message, he understands the meaning if he makes a successful proficiency check. ("A dragon dwells in these woods." "Eat the green berries for restored health.") The message is meaningless to characters without the trail signs proficiency. A character with the trail signs proficiency who uses methods other than the one encountered can try to read it at half the normal chance for success. This proficiency can also be used to identify the cultural group or tribe that has left a specific trail sign.

  	Crossover Groups: Warrior, Rogue.


Veterinary Healing

  	The character can attempt to heal all types of normal animals, following the same procedures described in the description of the healing proficiency (returns 1-3 hit points if done within one round of wounding, once per creature per day; continued care can restore 1 hit point per day during non-strenuous traveling for up to 6 creatures; gives a +2 to save vs. poison if treated for 5 rounds within a round after poisoning; diagnose disease, magical origins identified, natural diseases take mildest form and shortest duration). Supernatural creatures (such as skeletons or ghouls) or creatures from another plane (such as aerial servants or xorn) cannot be treated with this proficiency.

 	 This proficiency is not cumulative with the healing proficiency--the first used will take precedence. The veterinary proficiency can be used on humans, demihumans, and humanoids at half the normal chance for success.

  	Crossover Groups: Priest.


Weaponsmithing, Crude

  	This proficiency allows the making simple weapons out of natural materials. This skill is most often found in those from a primitive, tribal, or savage background.

  	The crude weapons are limited to natural materials: stone, wood, bone, sinew, reed, and the like. Crude weapons take a certain amount of time to make. The DM may add additional primitive weapons to the basic list.

  	The chance for success is based on the character's Wisdom, with a -3 penalty. Any warrior or a character with the hunting proficiency has a +3 bonus. The fashioner must be proficient in the use of the weapon.

  	If successful, the weapon can be used normally. If failed, the weapon is so badly flawed as to be useless. On a roll of 20, the weapon seems sound, but will break upon first use. On a roll of 1, the weapon has no chance of breaking except against a harder material.

  	Optional: Crude weapons check for breaking upon inflicting damage; roll 1d6. Bone weapons break on a roll of 1 or 2, stone weapons break on a roll of 1.

  	Crossover groups: Warrior.

Weapon	Construction Time

Arrows	7/day

Axe, Battle	4 days

Axe, Hand	1 day

Axe, Throwing	6 days

Bow, Long* 	15 days

Bow, Short	12 days

Dagger	2 days

Dart	3 day

Javelin	1 day

Knife	2 days

Quarterstaff	1 day

Spear	2 days

Staff Sling	3 days

Warhammer	5 days

  * Seasoning the wood takes 1 year.


Dwarf Runes

Dwarf runes are the basic dwarven alphabet and are taught to all young dwarves as a part of their basic education. Depending on the campaign background, runes may have been a gift from the gods, a creation of the dwarves themselves, or an altered form of some other written language. Dwarves will still claim runes to be an intrinsic part of their cultural heritage, and they may take offence if accused of having copied runes!

   	Dwarven runes are found engraved in stone and only rarely written on such transitory materials as parchment, cloth or paper. They are used to denote ownership, give warnings of nearby dangers and to record history. The tombs of dwarves who have been properly interred, as opposed to hasty burial during battle, are engraved with runes that tell the occupant's clan, his parentage, children, and the deeds of his life. In the absence of proper interment, dwarves erect stone monoliths or engrave entire cavern walls depicting the deeds of their dead. These list the clans, the names of those who died and the nature of their deaths. The numbers of slain enemies are greatly detailed.

   	Dwarven runes are not a phonetic form of writing, but a conceptual one, with each rune delineating an idea or implying a range of ideas depending on placement. A single rune might convey pages of human or elf writing or be as simple as a sign saying "stairs." It's a matter of knowing what the rune means and how it is to be interpreted in context. Dwarven runes do not contain conjunctions or pronouns, but proper names are represented by altering an existing rune. This makes runes difficult for other races to understand, and dwarves consider themselves superior to races who cannot read even the most simple of them. All dwarves know them at no cost.


Fungi Recognition

Although they prefer not to, dwarves sometimes have to survive on a diet of fungi. They would rather use these as supplements to their regular diet, but when times are hard, or when involved in an extended underground expedition, it is useful to be able to tell edible fungi from the poisonous or unwholesome varieties. Approximately 50% of underground fungi are poisonous. They may cause an upset stomach or be so poisonous they cause death. It is impossible to harvest edible fungi without the fungi identification proficiency.

   	If the character has plenty of light and an opportunity to study the fungus in question closely for 10 minutes, no proficiency check is required. If he is unable to see the fungus properly, often the case when using infravision, or has to make a hasty decision about edibility, a proficiency check must be made.


Local Dwarf History

This proficiency is different from the local history proficiency, a character with this proficiency is only knowledgeable about dwarf history. This is chiefly concerned with lineages and events affecting dwarves. It deals with the founders of the clans and strongholds, and traces the descendants to the present. The battles and events of clan and stronghold are known, as well as the fates of those who have left to establish new homes or who perished while adventuring.

   	The extent of geographical knowledge is dependent on the campaign background. Those who have had no contact with the world above may be totally ignorant of what lies on the surface, but will have extensive knowledge of their own stronghold. Those whose relatives have established new strongholds or are members of such strongholds would have knowledge of the area between the two and some knowledge of the geography


Underground Navigation

A character with this proficiency can determine direction underground and the shortest route to the surface. By careful analysis of air currents and contents, a character can even determine whether there are any pockets of poisonous gas in the air. A successful proficiency check is required to use the proficiency.


Sign Language

Sign language is most frequently used by dwarves who were engaged in long running warfare with other dwarves or races. It permits silent communication with anyone who sees and understands the signals. The maximum range is usually line of sight in a lit area, or the extent of the receiver's infravision. Sign may be an extensive language capable of handling long conversations, or simply a means of communicating a few easy to understand phrases such as "attack," "orcs behind the rock," or "you three move left." A proficiency check is made when speaking or interpreting sign. The +2 bonus should only be used when giving short, easily recognized commands. More detailed signals require a

-1 modifier.


Slow Respiration

A character with this proficiency has the ability to enter a deep trance and reduce the amount of air he needs to stay alive. To induce the trance, he must be in a restful position, either sitting or lying down. After concentrating for one turn, pulse and breathing drop well below normal, so that breathing requires only 10% of the rate when resting. The character emerges from his trance at will, fully aware of anything that has occurred nearby.


Pest Control

This proficiency is used to keep dwarf strongholds free of pests like rats, carrion crawlers, jermalaines, kobolds, and other small creatures. Similar to the set snares proficiency, it is concerned with catching underground pests and does not use snares. Traps are set to trigger metal cages, drop nets, or iron doors that shut off individual tunnel sections. Spring traps or small deadfalls may be rigged (damage 1d6 maximum) using this proficiency. There is no -4 modifier when using pest control to trap larger creatures.

   	Only thief characters may use this proficiency to rig larger traps suitable for human or orc sized creatures. These traps may include crossbows, larger deadfalls, and spiked springboards.

   	A character with this proficiency does not have the ability to make the items required for these devices, he can only set the traps and their triggers.

   	A proficiency check must be rolled when the trap is set. A failed proficiency check means that the trap will fail to operate. It may not have been set properly, was poorly concealed, or it was too small or too large for the creature to trigger.

   	Setting a trap takes one hour and the character must have the proper equipment and materials with him.

   	Characters with the animal lore proficiency gain a +2 bonus when attempting to set traps to catch animal pests.


Cartography

 	This proficiency grants skill at map making. A character can draw maps to scale, complete with complex land formations, coastal outlines, and other geographic features. The character must be reasonably familiar with the area being mapped.

  	The DM makes a proficiency check in secret to determine the accuracy of the map. A successful proficiency check means that the map is correct in all significant details. If the roll fails, the map contains a few errors, possibly a significant one. A roll of exactly 20 means the map contains a serious errors, making it useless.