proficiences expanded

47
General Animal Lore (terrain/ region): 1-5 The character has knowledge of most regional (terrain) domestic animals, their behavior and needs as their basic feeding and social habits (i.e. herding, nesting, etc.). He can imitate their sounds with some success. 6-10 The knowledge extends to some local wilderness animals. A character can determine whether an observed animal is intending to attack or to flee, or predict that animals will come along a trail at a certain time of day. He can also imitate their calls and his knowledge now on small domestic extends. This character gets a +2 bonus to checks made using the set snares proficiency considering the specific animal. 11-15 The character can fully understand most animals in his region or those he has encountered. The character can imitate the calls of wild animals (except for very large creatures). A successful check means that the imitation is virtually perfect, and even fools animals of the same type. A failed check might fool other characters, but will not deceive the animals. 16-17 The character can fully understand most animals in most regions and even partly understand species he has never encountered before cause of similarities with species he already knows. He can imitate the calls of most animals (ha has encountered) perfectly and even imitate the calls of new encountered animals after hearing them once. 18 The character has a deeper understanding of animal behaviour and even predict collective animal behaviour and/or reasons behind it. He has a vast knowledge of the species and how they interact with each other. He can perfectly imitate sounds of most animals and even some meaningful ones (calling for mate, intimidating etc) Agriculture (terrain/ region): 1-5 This skill includes automatic success at planting, harvesting, storing crops, using an existing irrigation system, tending animals (domestic ones that are useful for cultivating land and only those), and butchering on familiar land (region/terrain). 6-10 The character also gains knowledge on designing and/or making an irrigation system, and weed and pest control. In addition he gains deeper understanding on seed effectiveness. 11-15 The character’s farming knowledge now includes neibouring terrains/ regions as well as the long occupation with the land gives the character the potential to understand the needs of growing plants in similar landscapes.

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Page 1: Proficiences Expanded

General

Animal Lore (terrain/ region):1-

5The character has knowledge of most regional (terrain) domestic animals, their behavior and needs as their basic feeding and social habits (i.e. herding, nesting, etc.). He can imitate their sounds with some success.

6-10

The knowledge extends to some local wilderness animals. A character can determine whether an observed animal is intending to attack or to flee, or predict that animals will come along a trail at a certain time of day.He can also imitate their calls and his knowledge now on small domestic extends.This character gets a +2 bonus to checks made using the set snares proficiency considering the specific animal.

11-1

5

The character can fully understand most animals in his region or those he has encountered.The character can imitate the calls of wild animals (except for very large creatures). A successful check means that the imitation is virtually perfect, and even fools animals of the same type. A failed check might fool other characters, but will not deceive the animals.

16-1

7

The character can fully understand most animals in most regions and even partly understand species he has never encountered before cause of similarities with species he already knows.He can imitate the calls of most animals (ha has encountered) perfectly and even imitate the calls of new encountered animals after hearing them once.

18

The character has a deeper understanding of animal behaviour and even predict collective animal behaviour and/or reasons behind it.He has a vast knowledge of the species and how they interact with each other.He can perfectly imitate sounds of most animals and even some meaningful ones (calling for mate, intimidating etc)

Agriculture (terrain/ region):

1-5

This skill includes automatic success at planting, harvesting, storing crops, using an existing irrigation system, tending animals (domestic ones that are useful for cultivating land and only those), and butchering on familiar land (region/terrain).

6-10

The character also gains knowledge on designing and/or making an irrigation system, and weed and pest control.In addition he gains deeper understanding on seed effectiveness.

11-1

5

The character’s farming knowledge now includes neibouring terrains/ regions as well as the long occupation with the land gives the character the potential to understand the needs of growing plants in similar landscapes.

16-1

7

The character’s knowledge exceeds regional limitations. By comparison the character can cultivate almost any landscape .

18

The character’s long term occupation with a variety of seeds and landscapes gives him the ability to create better varietes of seeds that cover the needs of the specific environment and land he wants to grow them.

Page 2: Proficiences Expanded

Animal Handling (same terrain/ region as designated animal lore)1-

5This proficiency allows characters to automatically steer carts, plow horses, etc, giving them in essence all necessary (basic) knowledge on how to take care of an animal’s everyday needs.

6-10

The character gets a deeper understanding on an animal’s behavior therefore been made able to soothe domesticated animals and beasts of burden which become agitated or frightened in addition to restoring an animal to normal physique

11-1

5

The long treatment of animals gives the character the ability to refresh an animal from a very hard ride and also endows the character with basic veterinary knowledge.

16-1

718

Animal Training (designated animal)

1-5

Training of an animal requires a rather lengthy period of time—a matter of weeks, at least, for even the most basic tasks. The character can teach the animal simple non offensive verbal commands that include dogs being trained to stay, come when summoned, and guard a specific location; pigeons returning to the roost; falcons hunting and killing game; and horses bearing saddles and obeying simple riding commands.

6-10

The characters ability to command an animal expands to offensive simple commands.

11-1

5

A character can now teach the animal more elaborate tasks, like dogs patrolling a circuit, or retrieving specific objects; and horses performing the maneuvers of a knightly charger.

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718

Page 3: Proficiences Expanded

Blacksmithing

1-5

A character with the blacksmithing proficiency can handle a forge, bellows, hammer and tongs, to create tools and other objects out of iron. The character cannot make weapons or armor, but can make simple items such as horseshoes, nails, brackets and buckles and therefore work as an assistant.

6-10

The character can now create minor items and repair minor damages to a specific iron item. Furthermore the character’s knowledge on metal expands to another few common metal and how to work on them.

11-1

5

The character can now create almost any items made of iron as well as more intricate objects such as wire cages and locks. The character can also create simple items made of a different common metal.The characters now has knowledge of most metal and how to work them.The blacksmith can work together with other craftsmen for creating more complex structures/devices such as making an iron hoop for a wheel that has been made by a carpenter; this combination of proficiencies is required for a strong wheel.

16-1

718

Boat Piloting

1-5

This proficiency is useful for negotiating challenging waters with small rafts such as a rowboat, canoe, for example when trying to stay afloat in a storm, or trying to row upstream against a strong current.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.

6-10

A character can now maneuver even small keel boats.

11-1

5

The character also knows the basics of sailing, and can effectively maneuver a single-masted sailboat.Furthermore a character can maneuver the boat in even extreme weather conditions.

16-1

718

Page 4: Proficiences Expanded

Brewing

1-5

The character has elementary knowledge of herbs, minerals, spices, tools and procedures that are required for brewing simple beverages –such as tea-, ointments and salves.

6-10

The character can create more demanding ointments and salves and this category also includes the brewing of malt beverages, the making of wine, and the distilling of stronger drink. No new materials are learned but the character has a deeper understanding of the uses (herbs, minerals, etc) of the ones he knows.

11-1

5

The character’s knowledge on brewing materials expands to rare ones (such as a snake’s venom etc) and to even more delicate and even “dangerous” procedures. The character can now brew potions form herbs (such as healing salves, etc) and even create poisons.

16-1

718

Carpentry

1-5

This character knows the basics of working wood with tools and can create small structures, fences, platforms, cabinets, carts and wagons. He can therefore work as an assistant to a more experienced carpenter.

6-10

The carpenter can create some items and also understands how to make minor repairs on wooden objects. He can work on a variety of wood types and even distinguish what type is better to use for a specific structure.

11-1

5

The carpenter can make more complex items and structures and even work together with other craftsmen for the creation of an item such as for the craft of a wheel (The carpenter can make wooden wheels, but a blacksmith must form the iron rim or the wheel will have a very short life expectancy) A carpenter might build a short footbridge, a wooden clock, or a dumbwaiter system—these tasks will require a proficiency check. Larger projects such as major bridges, boats, or catapults, require the aid of a character with the engineering proficiency.Last but not least, a crafter of this skill has been so familiar with wood that has developed procedures for strengthening it and advancing it’s quality. Least to say he is familiar with almost all types of wood available to his region and neibhouring regions.

16-1

718

Page 5: Proficiences Expanded

Cobbling1-

5A character has basic knowledge of the tools required to treat all materials necessary to create shoes, boots, and sandals. He has basic knowledge on a few common leather types and their properties and can work as an assistant to promote his knowledge and skills.

6-10

The character can create minor items or simple parts needed for the creation of an item and even work on minor repairs on simple items. He has a better knowledge of the necessary materials for his craft and has become more familiar with the use of tools and the procedures needed to give shape and texture to the materials.

11-1

516

-17

18

Cooking

1-5

This character knows the basics of food preparation, and he can generally cook, bake, fry, and so forth simple basic meals for a limited group of people.

6-10

The cook can create more complex recipes and work with rarer ingredients and even a wider range of them. He has a better knowledge of spices and herbs and can provide a mean for a larger crowd.

11-1

5

The cook has knowledge of all regional ingredients and spices and even materials that come from afar. His long experience provides him with knowledge on how to prepare more complex meals and even satisfy the needs of a royal feast concerning taste and crowd.

16-1

718

Page 6: Proficiences Expanded

Dancing1-

5The character knows and can perform the moves of many types of dances, including some that involve precise and detailed steps. All dances common to the character’s society will be familiar. The character can perform for a low class audience and earn 2d10cp.

6-10

A character can also perform rare, archaic, or unusual dances. Also, characters who have had a chance to observe an unknown dance can perform it. Can perform and do other action at the same time (sing, orate, dance, play musical instrument) can perform for an middle to upper class audience and earn 2d10 sp (2d20sp if combines with other performance skill)

11-1

5

Can perform for nobles or a court and if favored can earn 2d20 gpTruly spectacular dances—the kind that win character’s campaign-wide acclaim—combine elements of dance proficiency with skills of tumbling, tightrope walking, and jumping.

16-1

718

Deep Diving

1-5

Can add speed to underwater

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.

6-10

Can hold breath for 2/3 of Con

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.

11-1

5

Can remain for 3 full rounds underwater before effects take place

16-1

718

Page 7: Proficiences Expanded

Engineering

1-5

Can design palisades, small bridges, roads, work as assistantThis proficiency is required for the design and construction of objects and installations of all sizes. Note that carpentry, stonemasonry, blacksmithing, or other proficiencies also might be necessary for the actual building. Characters can design and supervise the building of houses, boats, small bridges, palisades, and towers—of up to about 30 feet high.

6-10

Can design houses, moats, boats, large bridgesPlans for these types of objects generally require at least a week—more if an exceptionally large project is being attempted. Complicated tasks require successful proficiency checks before a workable design can be made.

11-1

5

Towers, forts, war machines, ships, locks, damsPlans for these types of objects generally require at least a week—more if an exceptionally large project is being attempted. Complicated tasks require successful proficiency checks before a workable design can be made.

16-1

718

Etiquette

1-5

Simple formal courtmanshipCharacters with this skill are familiar with the typical manners of formal interaction—at least as they relate to the culture in the campaign world.

6-10

Can present at a small court of a local Lord.They know what fanfares are required to greet royal visitors, how to seat the lords and ladies at a table, how to organize the reception line, and how everyone is to be addressed.

11-1

5

Can present at a royal court.

16-1

718

Page 8: Proficiences Expanded

Fire-building

1-5

Can build a fire within 20 minutes if applicable materials are presentA character with this proficiency can build a fire in 1d20 minutes, as long as there is dry wood and some small bits of tinder. Add another d20 minutes for each of these factors: the wood (or tinder) is wet, it’s raining or foggy, or the winds are strong. A proficiency check is required if conditions are bad and the character is forced to work without shelter

6-10

Can build the fire even if not applicable materials are present at the same time.

11-1

5

Build a fire in extremely harsh conditions (snowed mountainside etc)

16-1

718

Fishing

1-5

Can catch 1d3 fish within an hourA character with this proficiency knows how to catch fish with hook and line, net, and spear. If fish are present in a body of water, a successful proficiency check means the character has caught something.

6-10

Can catch 1d6 fish within the hour

11-1

5

Can catch greater fish even in ocean sea areas.

16-1

718

Page 9: Proficiences Expanded

Gaming

1-5

Can play and understand simple games, give a -2 penalty to opposed gaming rolls, can win a 10% profit from gaming

A character with this proficiency is familiar with all manner of gambling games

6-10

Give a -3 penalty to opposed gaming rolls , can win 20% profit from gaming

11-1

5

Give a -5 to opposed gaming rolls , can win 40% profit.

16-1

718

Heraldry

1-5

Can discern local areas coat of armsThese characters are familiar with the heraldic symbols of their own lands, and those of neighboring lands

6-10

Can recognize coat of arms of large domains

11-1

5

Can recognize coat of arms from almost any noble house of a territory (Anuire, Rjuven, Khinasi etc)

16-1

718

Page 10: Proficiences Expanded

Leather working

1-5

Basic knowledge of the Craft, use of tools, character can work as assistant

6-10

Create minor items, minor repairs

11-1

5

Create items, fully restore condition to an item

16-1

718

Mining

1-5

Knowledge of basic minerals, and how to refine them ( Copper, Iron etc)A character with the mining proficiency can select the site of a mine and supervise its excavation and operation

6-10

Knowledge of how to 1site a mine , coordinate a small team

11-1

5

Site large mines, refine Gold, Siver, Platinum and gems.

16-1

718

Page 11: Proficiences Expanded

Modern languages

1-5

Basic Knowledge of the Language

6-10

Knowledge of complex grammar and syntax

11-1

5

Knowledge of idioms and refined class speech

16-1

718

Musical Instrument

1-5

Basic skill, can perform for a low class audience and earn 2d10cp

6-10

Can perform and do other action at the same time (sing, orate, dance, play musical instrument) can perform for an middle to upper class audience and earn 2d10 sp (2d20sp if combines),

11-1

5

Can perform for nobles or a court and if favored can earn 2d20 gp

16-1

718

Navigation

Page 12: Proficiences Expanded

1-5

Can discern the stars can navigate small routesCharacters with the navigation proficiency know how to fix their locations on the seas and oceans of the campaign world by observing celestial clues.

6-10

Can navigate Caravels or same size ships to trade routesCharacters with a sextant (not necessarily available in all campaigns) and a compass, and who can see the stars or observe a sunrise or sunset, will know where they are—

11-1

5

Can navigate through unknown watersSuch a skilled character can navigate across entire oceans without becoming lost, though bad weather can obscure the celestial clues and blow a vessel far off course.

16-1

718

Orienteering

1-5

Can find North in broad daylightThis 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.

6-10

Can find North under heavy clouds, can read a map

11-1

5

Can find North in extreme weather conditions.

16-1

718

Painting

Page 13: Proficiences Expanded

1-5

Create simple work of arts that can be sold in the market for 2d10spA 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.

6-10

Creation of better quality handiworks fit for middle to upper class nobles. Price 2d20 sp

11-1

5

Extravagant works of art fit for courts and temples. Workmanship of this level is high quality and costs a lot to gain 5d12gp

16-1

718

Pottery

1-5

Basic knowledge of the Craft, use of tools, character can work as assistantThe character can create ceramic vessels—jars, bottles, plates, bowls, etc.—of whatever type are in use in the campaign world

6-10

Create minor items, minor repairs

11-1

5

Create items, fully restore condition to an itemIf the character attempts to make a fine-quality piece, it will take about three days for an average-sized object

16-1

718

Riding, Land

Page 14: Proficiences Expanded

1-5

Can use one hand weapon , and perform a simple action

6-10

: Can use two hands from horseback (Sword and Shield)11

-15

Can use two-handed weapons, perform tricks on horseback

16-1

718

Rope Use

1-5

Can tie simple knots and assist others to climb (+10% to others)

6-10

Can tie complex, permanent knots.

11-1

5

: Untie a permanent knot in 2d3 mins

16-1

718

Sculpting

Page 15: Proficiences Expanded

1-5

Create simple work of arts that can be sold in the market for 2d10sp

6-10

Creation of better quality handiworks fit for middle to upper class nobles. Price 2d20 sp

11-1

5

: Extravagant works of art fit for courts and temples. Workmanship of this level is high quality and costs a lot to gain 5d12gp

16-1

718

Singing

1-5

: Basic skill, can perform for a low class audience and earn 2d10cp

6-10

Can perform and do other action at the same time (sing, orate, dance, play musical instrument) can perform for an middle to upper class audience and earn 2d10 sp (2d20sp if combines)

11-1

5

Can perform for nobles or a court and if favored can earn 2d20 gp

16-1

718

Administration

Page 16: Proficiences Expanded

1-5

Administer a small town, a Temple, a provincial guild, an army unit, cut 5% of expenses

6-10

Administer a province , Temples within a province, Guilds within the towns of the province, an expedition force up to 10 units, cut 10% of expenses

11-1

5

Administer a domain, a domain army, cut 15% of expenses

16-1

718

Law

1-5

Understand the tenets of Laws of a specific Domain.

6-10

Can affect and manipulate the legal system. Can defend or accuse in any matter of justice. Can participate in court justice events. can operate a law holding and rule a province given the opportunity

11-1

5

The character can increase or decrease the success of a Regents legal action or decision, the character halves the costs of ruling a holding.

16-1

718

Leadership

Page 17: Proficiences Expanded

1-5

Command up to 50 men in battle

6-10

Command a unit (100-200) men in battle (+1 to battle rolls)

11-1

5

Command an army in battle (+2 to battle rolls)

16-1

718

Cartography

1-5

Read and Simple drawing of directions (map gives +1 to Orienteering)

6-10

Draw a province map given time (map gives +2 to Orienteering

11-1

5

Draw a domain map or a complex map (map gives +3 to Orienteering)

16-1

718

Seamanship

Page 18: Proficiences Expanded

1-5

Can work from Seaman to Boatswain 2d6sp/month

6-10

Can work as Second officer to First mate with 2d4gp/month

11-1

5

Can work from First Mate to Captain in a ship with 2d12gp/month

16-1

718

Stonemasonry

1-5

Basic knowledge of the Craft, use of tools, character can work as assistant

6-10

Create minor items, minor repairs

11-1

5

Create items, fully restore condition to an item

16-1

718

Swimming

Page 19: Proficiences Expanded

1-5

Can swim in calm waters and simple dive can add 1 to sea movement

6-10

: Can swim with light armor or carry medium weight can add 2 to sea movement

11-1

5

Can swim with double speed as normal people, can swim in harsh circumstances

16-1

718

Tailoring- Weaving

1-5

Basic knowledge of the Craft, use of tools, character can work as assistant

6-10

Create minor items, minor repairs

11-1

5

Create items, fully restore condition to an item

16-1

718

Weather Knowledge

Page 20: Proficiences Expanded

1-5

Can predict up to 3 hours weather

6-10

Can predict 10 hours of weather

11-1

5

Can predict one day weather

16-1

718

Gem Cutting

1-5

Create simple work of arts that can be sold in the market for 2d10sp

6-10

Creation of better quality handiworks fit for middle to upper class nobles. Price 2d20 sp

11-1

5

Extravagant works of art fit for courts and temples. Workmanship of this level is high quality and costs a lot to gain 5d12gp

16-1

718

PRIEST

Page 21: Proficiences Expanded

Ancient History1-

5General knowledge of the past, Great events, major characters

6-10

: Knowledge of places, dates and characters involvement

11-1

5

Knowledge of specific people, places, dates and events mentioned in race history. Recognition of ancient relics.

16-1

718

Ancient Languages

1-5

Recognition of simple writing, basic vocabulary

6-10

Knowledge of grammar and syntax, able to understand an old statement

11-1

5

Knowledge of idioms and refined class speech, forgotten names and places, can read/translate a book.

16-1

718

Astrology

Page 22: Proficiences Expanded

1-5

The diviner studying the stars can gain a bonus up to his skill to discern the outcome of an action

6-10

The diviner using the star alignments can detect the general outcome of a decision

11-1

5

The diviner can try to predict the general future of the victim using the power of the Gods.

16-1

718

Healing

1-5

The physician can stabilize minor or major bleeding effects on a target, can treat a wounded target (restore 1 more hp per day) and treat minor illness (fever, cold etc

6-10

The physician can treat more critical wounds severe bleeding, broken limbs, stitch a wound, treat a burn. The physician can restore immediately 1d3 HP to the target

11-1

5

The doctor now can treat more than 1 patient at a time or co-ordinate a group of physicians, given resources. He can treat diseases, limb amputations, severe brain damage, and with given resources can restore 2 more hp per day to a target.

16-1

718

Herbalism

Page 23: Proficiences Expanded

1-5

The herbalist can find and use common herbs (2d3 doses)

6-10

The herbalist can find and use uncommon herbs for (2d3) doses

11-1

5

The herbalist can find and use (1d3) doses of a rare herb

16-1

718

Calligraphy

1-5

Create simple work of arts that can be sold in the market for 2d10sp

6-10

Creation of better quality handiworks fit for middle to upper class nobles. Price 2d20 sp

11-1

5

Extravagant works of art fit for courts and temples. Workmanship of this level is high quality and costs a lot to gain 5d12gp

16-1

718

Alchemy

Page 24: Proficiences Expanded

1-5

The Alchemist can discern materials used for potions and ingredients for several concoctions.

6-10

The Alchemist can prepare several complex alchemical concoctions such as glue, tar, acid, acetone, alcohol

11-1

5

The alchemist providing that he has the materials needed can create strong potions sometimes with unpredictable results

16-1

718

Diplomacy

1-5

The character is eloquent with speech and can sway the targets relative course of action, unless it is in their ill portent.

6-10

The character can persuade through speech and manipulative fast talk the decisions of a target or targets even if that will put the target is non apparent danger.

11-1

5

The character can exert control even in circumstances of extreme hostility. His words are vital to the decision of a regent and his dictations can be decrees even for a domain.

16-1

718

Local History

Page 25: Proficiences Expanded

1-5

The character is knowledgeable with the modern history of his domain (past 30-60 years) wars, regents, major events, betrayals , lineage

6-10

The character has some knowledge of the neighboring domains (past 30-60 years) and has researched more into the history of his domain down to the last century.

11-1

5

The character has acquired knowledge around the happenings of his region (Western Coast, Heartlands) domains at those places, regents etc, for the last 30 to 60 years.

16-1

718

Reading/Writing

1-5

: Basic propositions, can read and write most common words. Basic education for middle to upper class

6-10

Structural writing, editing of scribes, ability to scribe, can understand most writings found. Upper Class, or Acolyte and above rank. The character has some general education on sciences. The character can pass knowledge to lower level students

11-1

5

The character has literate background, he can read and write any book, he can understand meanings within words, only higher level priests or kings are able if they require to achieve this rank. The character is able to pass down knowledge which is mind altering for most young characters.

16-1

718

Religion

Page 26: Proficiences Expanded

1-5

The character is familiar with some priestly tenets of his faith and the roles within a church

6-10

The character is aware of the details of his deities portfolio, his adversaries, his allies, his history and the role the church has within his domain. The character is familiar now with all clerical hierarchy.

11-1

5

The character has a complete knowledge of the existence of several churches of his faith, their differences, their quarrels, the details, their strengths and weaknesses.

16-1

718

Spellcraft

1-5

The character is familiar with divine rites and he has undergone spiritual training. He understands the truth of communing with his deity and the power granted by it.

6-10

The character can discern the power of a spell around him and understand the derivation of its sphere.

11-1

5

The priest can understand a spell directed at him , its effects, and power. The priest can also feel divine power used in a place and to what purpose by asking the favor of his god (+skill% to divination)

16-1

718

ROGUE

Page 27: Proficiences Expanded

Appraising

1-5

: +/- 25% to estimate the value of any common object 6-

10

+/- 25% to estimate the value of any exquisite work of art, or crafted object. and lowers to +/- 10% the chance for common items

11-1

5

The character is able to understand high level or maybe if given the time magical induced properties into an item or forgery conducted.

16-1

718

Cryptography

1-5

The character is able to discern cryptographic messages on a written text, coat of arm, tapestry etc

6-10

The character given time can decipher cryptographic messages and create simple ones.

11-1

5

The character can encode secret messages in the most peculiar places and marks. The character can provide key codes to decipher their messages.

16-1

718

Disguise

Page 28: Proficiences Expanded

1-5

The character can disguise changing his facial characteristics

6-10

The character can disguise changing his facial characteristics 11

-15

The character a master of disguise can change his height, weight, even racial traits, skin color and age.

16-1

718

Forgery

1-5

The character can duplicate the style of general hand writing

6-10

Characters can duplicate hand writing of specific individuals and their signatures

11-1

5

The character can duplicate a ring seal given time and materials, coat of arms, objects of art or craft

16-1

718

Juggling

Page 29: Proficiences Expanded

1-5

The character can juggle up to 3 items in his hands. He can display his skill to low or middle class and gain 2d10cp

6-10

The character can juggle with additional objects in his hands, the juggler can manipulate object in fire ,2 medium or 3 small weapons in his arms, displaying in middle to upper class this can gain him 2d10sp

11-1

5

The character can display accurately his skill in a royal court and gain 2d10gp while he can also using his skill catch thrown daggers at him with an attack roll vs AC 4

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718

Local History

1-5

6-10

11-1

516

-17

18

Reading Lips

Page 30: Proficiences Expanded

1-5

The character can read lips in a distance of less than 30 feet away with good lightning. He can understand the general meaning of the message addressed at him

6-10

The character can understand at the same distance indirect speech not mentioned at him. He can overhear other people talk if he can see them

11-1

5

The character can read lips in low light environment, he can fully understand the conversation as if he was present. His skill increases his range in broad daylight by 30 feet.

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718

Set Snares

1-5

The character can create small snares for (S) sized animals and below given the resources. The character can set up to 2 snares in an hour with a 5% per skill point of success per

6-10

The character can create larger snares and traps now that can affect (M) sized animals. He can set up 2 snares per 1 and a half hour and with a 5% per skill point above 5

11-1

5

The character can create man sized traps, pits, or larger snares which can affect also humanoids.

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718

Throwing

Page 31: Proficiences Expanded

1-5

The character can add 10' (yards) per range category for thrown weapons

6-10

The character can add +1 to attack or damage per weapon thrown.11

-15

The character gains +1 to attack and damage per weapon thrown and gains an additional 5' (yards) per range category

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718

Tumbling

1-5

The character can lower by 10 feet height dropped. The character can gain 1 point bonus in his AC if not performing any action this round or full parries.

6-10

The character can lower by an additional 10 feet the height dropped. The character can gain 2 point bonus in his AC if not performing any action this round or full parries

11-1

5

The character can lower the damage dealt by 1 per die. The character can gain 4 point bonus in his AC if not performing any action this round or full parries

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718

WARRIOR

Page 32: Proficiences Expanded

Animal Lore

1-5

The character has knowledge of most domestic animals, their behavior and needs. He can imitate their sounds with some success

6-10

The knowledge extends to some local wilderness animals. He can also imitate their calls and his knowledge now on small domestic extends

11-1

5

The character can fully understand most animals in his region or those he has encountered he can imitate closely their calls and sounds that can even fool them.

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718

Armorer

1-5

Basic knowledge of the Craft, use of tools, character can work as assistant

6-10

: Create minor items, minor repairs

11-1

5

Create items, fully restore condition to an item

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718

Blind-fighting

Page 33: Proficiences Expanded

1-5

The character gets used at low light or blind fights lowering his penalty by -1 to attack and AC

6-10

The bonus gets to -211

-15

The character gets attuned to darkness and can fight as good as low light lowering his penalty by -3 more

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718

Bowyer/Fletcher

1-5

The character can create flight arrows provided the materials (2d6 per day)

6-10

The character can create sheaf arrows provided he has materials (2d6 per day) and increases the flight production to 2d8 per day. The character can create a short bow within a 1-4 day period (d4)

11-1

5

The character can produce now 2d8 sheaf arrows per day can create a short bow withing 1-3 (d3) days and a long bow within 1-5 (1d4+1)

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718

Endurance

Page 34: Proficiences Expanded

1-5

The character can withstand heavy exertion beyond normal standards so he gains 1 Fatigue point per level

6-10

The character can withstand fighting in strenuous activity or fights and his endurance is almost heroic. The character gains one level reduction of fatigue die. The character can walk double the distance per day given the needed amounts of food and water or can survive without them days equal to half his Stamina.

11-1

5

The character can opt to Ignore the penalties of a fatigue category once per fight. The character gains also 1 Fatigue point per level extra. Also the character can withstand his Stamina days without food before penalties occur

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718

Hunting

1-5

The character can find small prey within an area of in a 3 hour period the prey will be enough for 1d4 people

6-10

The character can search and find larger prey within an area in a 3 hour period the game will be enough for 1d6+1 people.

11-1

5

The character can hunt faster and more effectively, he can coordinate other hunters to his assistance and he can either coordinate a hunt or hunt alone and within a 2 hour period he can get enough prey for 2d4 people, in a hunt the hunter can coordinate up to his skill in hunters and efficiently get greater results in hunting

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718

Set Snares

Page 35: Proficiences Expanded

1-5

The character can create small snares for (S) sized animals and below given the resources. The character can set up to 2 snares in an hour with a 5% per skill point of success per snare

6-10

The character can create larger snares and traps now that can affect (M) sized animals. He can set up 2 snares per 1 and a half hour and with a 5% per skill point above 5.

11-1

5

The character can create man sized traps, pits, or larger snares which can affect also humanoids.

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718

Strategy

1-5

The character has general knowledge of military tactics and war moves. He can understand the significance of troops and their use. Terrain factors are taken into account. The character can understand ground superiority and can use it to his advantage

6-10

The character can understand the formation of troops and its benefit or weakness, the character gains a +2 to Battle Rolls if he commands an army . The character can command efficiently up to 3 different types of units. His presence effects unit morale increasing it by 1

11-1

5

The General now is the king of the terrain. He can utilize his terrain to best results giving any unit in favorable terrain a +1 total bonus on all actions. His fame will increase the morale of all troops by +2 and he is able to command any type of unit and lead huge and vast number of armies

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718

Survival

Page 36: Proficiences Expanded

1-5

The character is aware of the basic hazards of his terrain. He can travel safely in his terrain recognizing dangerous areas he can find within. He can direct others to avoid the hazards also

6-10

The character can find in his chosen terrain enough food and water to sustain him for day. The character has to search for 2d6 turns in order to find good for one person and 1d6 hours to find water. The character can also find shelter in his territory if he searches for 1d6 hours.

11-1

5

The character can find faster food and water in his terrain lowering the die for time to d4. The character can also interpret subtle changes in the environment to anticipate natural disasters.

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718

Siegecraft

1-5

The character can understand the use of war machines, their deployment and their necessity in a castle siege. The character can also defend with the same effectiveness if defending against a siege.

6-10

The character can coordinate and deploy effectively against a low level fortification (1-4) siege machines. The character lowers the effectiveness of the castle by 1 point or raises it by 1 point equally if defending. The character is considered a siege weapon for terms of castle assaults and even in the absence of siege machines he can coordinate the attacks

11-1

5

The character is now a Siege Master, he can see weakness in a fortification he can lower the effective level of a fortification by 2 points or raises it by 2 point equally if defending. The Siege Master can attack any citadel with any sort of army.

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718

Tracking*1

Page 37: Proficiences Expanded

1-5

The character can find and fresh tracks. The character can distinguish tracks from beasts, animals or humanoids.

6-10

The character can distinguish number of tracks, speed of movement. The character can find the general direction of the tracks

11-1

5

The character can find size of the creature(s), how recently the tracks where made and any special condition the creature(s) are.

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718

Weaponsmithing

1-5

Basic knowledge of the Craft, use of tools, character can work as assistant

6-10

Create minor items, minor repairs

11-1

5

Create items, fully restore condition to an item

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718

WIZARD

Page 38: Proficiences Expanded

Ancient History

1-5

General knowledge of the past, Great events, major characters6-

10

Knowledge of places, dates and characters involvement

11-1

5

Knowledge of specific people, places, dates and events mentioned in race history. Recognition of ancient relics.

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718

Ancient Languages

1-5

Recognition of simple writing, basic vocabulary

6-10

Knowledge of grammar and syntax, able to understand an old statement

11-1

5

Knowledge of idioms and refined class speech, forgotten names and places, can read/translate a book.

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718

Astrology

Page 39: Proficiences Expanded

1-5

6-10

11-1

516

-17

18

Astronomy

1-5

6-10

11-1

516

-17

18

Cryptography

Page 40: Proficiences Expanded

1-5

6-10

11-1

516

-17

18

Herbalism

1-5

6-10

11-1

516

-17

18

Reading/Writing

Page 41: Proficiences Expanded

1-5

6-10

11-1

516

-17

18

Alchemy

1-5

6-10

11-1

516

-17

18

Spellcraft

Page 42: Proficiences Expanded

1-5

6-10

11-1

516

-17

18

Calligraphy

1-5

Create simple work of arts that can be sold in the market for 2d10sp

6-10

Creation of better quality handiworks fit for middle to upper class nobles. Price 2d20 sp

11-1

5

Extravagant works of art fit for courts and temples. Workmanship of this level is high quality and costs a lot to gain 5d12gp

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718