- the falcon is trained to strike at an opponents eyes. A beak hit has a 25% chance of striking an eye. An opponent struck in the eye is blinded for 1-4 rounds and has a 10% chance of losing sight in the eye permanantly.
- the falcon can be commanded by hand signals as well as by voice.
- the falcon takes an object from the falconer, flies away with it, and conceals it. Thefalcon will retrieve the object on command.
- the falcon is trained to attack a specific individual. The falcon need never check moralewhen attacking this individual.
- the falcon is trained as a fighting bird. It has a +2 attack bonus against any fighting birdthat is not so trained.
- the falcon will immediately return to the falconer upon receiving this command.
- (1 slot, General, Wisdom)A PC with this skill is able to evaluate soil quality for plant growth, to identify the best methods of growingplants (particularly fruits, vegetables and spices), and to identify edible plants in the wild with a chanceequal to 1/3 of their normal NWP roll (this is the same as the foraging skill).
- (1 slot, Rogue, Charisma (Special))This is the art of distraction and conning NPC's. If a successful proficiency check is made, the fast-talker weaves a successful scam. Modifiers are based upon the Intelligence and Wisdom of the NPC target, asshown below. DM's may also offer modifiers based upon plausibility, what the character is attempting, aswell as racial preferences of the target. Modifiers are cumulative. Targets of Intelligence of 3 or less are sodim that attempts to fast talk them fail automatically, because they cannot follow what is being said. Targetswith Intelligence of 20 or more, or Wisdom of 19 or greater are immune to fast talking.
Target's Int Modifier Target's Wis Modifier
4-5 -3 3 -56-8 -1 4-5 -39-12 0 6-8 -113-15 +1 9-12 016-17 +2 13-15 +118 +3 16-17 +319+ +5 18 +5
- (1 slot, General, Wisdom -1)A character with fire-building proficiency does not normally need a tinderbox to start a fire. Given some drywood and small pieces of tinder, he can start a fire is 2d20 minutes. Flint and steel are not required. Wetwood, high winds, or other adverse conditions increase the time to 3d20, and a successful proficiency checkmust be rolled to start a fire.
- (1 slot, General, Wisdom -1)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 hookand line or a spear will land fish equal to the difference between the die roll and the character's Wisdomscore. 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 withfish, such as a river or pond during spawning season. The DM may modify the results according to thesituation.
FIELD OF STUDY
- (1 slot, Wizard, Intelligence -2)This covers everything else in a sage's field of study not already covered under existing proficiencies. Themore detailed a category, the more detailed and expensive the information obtained. Typical major fields of study are: art, folklore, cryptography, languages (doubles number of languages spoken by wizard), folklore,genealogy, geography, geology, mathematics, mathemagics, philosophy, and sociology. A failed skill rolemeans no information (failed by 4 or less) or misinformation (more than 4).
(1 slot, General, Intelligence)This NWP takes one hour to use, during which time the character can only move at half the normal rate. Itcan only be used once per day, and if successful it allows the character to find enough water to sustainhimself for one day [very useful in DS].
(1 slot, General, Dexterity)Characters with this proficiency can fight fires more efficiently than others. Whenever a fire is being foughton a ship, the character who makes a successful proficiency check is able to cut the size of the fire by twopoints. If the save fails, the character lessens the fire's size by only one point. Also, if properly prepared (ie,