Professional Documents
Culture Documents
Proficiencies Lists
Conqueror
K ing
S ystem
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This book is merely a direct copy of the list of the proficiencies found
in Adventurer Conqueror Kings System core rule book. For product
information here is the link — http://www.autarch.co/products.
This is published in digest format to allow the user to print this out
on 8.5 x 11 paper, fold those papers together and then staple those pages
together to make a booklet. Easy peasy. You can search “How to print
and bind a zine” in YouTube or check out this link —
https://www.youtube.com/watch?v=zKYy6G7lIy8
Finally, this kind of work helps me to learn layout skills. Who knows,
maybe one day I will make enough money at it to buy a cup of coffee...a
big cup of coffee that costs way too much money.
The artwork herein comes strictly from Sine Nomine Spears of Dawn
art pack which you can also pick up at Drivethru RPG. These images are
released to Public Domain with the request that the authors be credited
• Andrew Krahnke
• Earl Geier
• Ian MacLean
• Luigi Castellan
• Miguel Santos
Sincerely,
Jeff Jones
jeffjonesphotography@gmail.com
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Proficiency List By Class
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General Proficiency List Music, Martial Training, Performance,
Adventuring, Alchemy, Animal Husbandry, Prestidigitation, Prophecy, Quiet Magic,
Animal Training, Art, Bargaining, Caving, Righteous Turning, Running, Seduction,
Collegiate Wizardry, Craft, Diplomacy, Skirmishing, Swashbuckling, Theology,
Disguise, Endurance, Engineering, Unflappable Casting, Weapon Finesse,
Gambling, Healing, Intimidation, Weapon Focus
Knowledge, Labor, Language, Leadership,
Lip Reading, Manual of Arms, Mapping, Cleric Proficiency List
Military Strategy, Mimicry, Naturalism, Apostasy, Battle Magic, Beast Friendship,
Navigation, Performance, Profession, Combat Trickery (force back, overrun,
Riding, Seafaring, Seduction, Siege sunder), Command, Contemplation,
Engineering, Signaling, Survival, Theology, Diplomacy, Divine Blessing, Divine Health,
Tracking, Trapping Fighting Style, Healing, Knowledge
(history), Laying on Hands, Leadership,
Loremastery, Magical Engineering, Martial
Assassin Proficiency List Training, Prestidigitation, Profession
Acrobatics, Alchemy, Alertness, Arcane (judge), Prophecy, Quiet Magic, Righteous
Dabbling, Blind Fighting, Bribery, Cat Turning, Sensing Evil, Sensing Power,
Burglary, Climbing, Combat Reflexes, Theology, Unflappable Casting, Weapon
Combat Trickery (disarm, incapacitate), Focus
Contortionism, Disguise, Eavesdropping,
Fighting Style, Gambling, Intimidation, Dwarven Craftpriest Proficiency List
Mimicry, Precise Shooting, Running, Alchemy, Art, Battle Magic, Caving,
Seduction, Skirmishing, Skulking, Sniping, Collegiate Wizardry, Contemplation, Craft,
Swashbuckling, Trap Finding, Weapon Diplomacy, Divine Blessing, Divine Health,
Finesse, Weapon Focus Dwarven Brewing, Endurance, Engineering,
Fighting Style, Goblin-Slaying, Healing,
Bard Proficiency List Illusion Resistance, Knowledge, Laying on
Acrobatics, Art, Bargaining, Beast Hands, Loremastery, Magical Engineering,
Friendship, Combat Trickery (disarm), Mapping, Performance (chanting),
Command, Diplomacy, Eavesdropping, Prestidigitation, Profession (judge),
Elven Bloodline, Fighting Style, Healing, Prophecy, Quiet Magic, Righteous Turning,
Knowledge, Language, Leadership, Lip Sensing Evil, Siege Engineering, Theology,
Reading, Magical Engineering, Magical Unflappable Casting, Weapon Focus
Music, Mimicry, Mystic Aura, Performance,
Precise Shooting, Prestidigitation, Dwarven Vaultguard Proficiency List
Running, Seduction, Skirmishing, Alertness, Berserkergang, Blind Fighting,
Swashbuckling, Weapon Finesse, Weapon Caving, Combat Reflexes, Combat Trickery
Focus (force back, knock down, overrun, sunder,
wrestle), Command, Craft, Dungeon
Bladedancer Proficiency List Bashing, Dwarven Brewing, Endurance,
: Acrobatics, Apostasy, Battle Magic, Beast Engineering, Fighting Style, Gambling,
Friendship, Combat Reflexes, Combat Goblin-Slaying, Illusion Resistance,
Trickery (knock down), Contemplation, Intimidation, Land Surveying, Leadership,
Diplomacy, Divine Blessing, Divine Health, Mapping, Manual of Arms, Military
Fighting Style, Laying on Hands, Magical Strategy, Mountaineering, Siege
Engineering, Weapon Focus
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Elven Nightblade Proficiency List Mountaineering, Naturalism, Navigation,
Alchemy, Alertness, Battle Magic, Beast Passing Without Trace, Precise Shooting,
Friendship, Black Lore of Zahar, Blind Riding, Running, Seafaring, Skirmishing,
Fighting, Combat Reflexes, Combat Sniping, Survival, Swashbuckling,
Trickery (disarm, incapacitate), Trapping, Weapon Finesse, Weapon Focus
Contortionism, Elementalism, Familiar,
Fighting Style, Intimidation, Magical Fighter Proficiency List
Engineering, Mystic Aura, Passing Acrobatics, Alertness, Berserkergang,
Without Trace, Precise Shooting, Blind Fighting, Combat Reflexes, Combat
Prestidigitation, Quiet Magic, Running, Trickery (disarm, force back, knock down,
Sensing Power, Skirmishing, Skulking, overrun, sunder), Command, Dungeon
Sniping, Swashbuckling, Unflappable Bashing, Endurance, Fighting Style,
Casting, Trap Finding, Wakefulness, Gambling, Intimidation, Leadership,
Weapon Focus, Weapon Finesse Manual of Arms, Military Strategy, Precise
Shooting, Riding, Running, Siege
Elven Spellsword Proficiency List Engineering, Skirmishing, Survival,
Swashbuckling, Weapon Finesse, Weapon
Acrobatics, Alertness, Battle Magic, Beast Focus
Friendship, Black Lore of Zahar, Blind
Fighting, Combat Reflexes, Combat Mage Proficiency List
Trickery (disarm, knock down), Command,
Elementalism, Familiar, Fighting Style, Alchemy, Battle Magic, Beast Friendship,
Leadership, Loremastery, Magical Black Lore of Zahar, Collegiate Wizardry,
Engineering, Magical Music, Mystic Aura, Craft, Diplomacy, Elementalism, Elven
Naturalism, Passing Without Trace, Quiet Bloodline, Engineering, Familiar, Healing,
Magic, Precise Shooting, Prestidigitation, Illusion Resistance, Knowledge,
Running, Sensing Power, Skirmishing, Language, Loremastery, Magical
Soothsaying, Swashbuckler, Unflappable Engineering, Mapping, Mystic Aura,
Casting, Wakefulness, Weapon Focus, Naturalism, Quiet Magic, Performance,
Weapon Finesse Prestidigitation, Profession, Sensing
Power, Transmogrification, Soothsaying,
Unflappable Casting
Explorer Proficiency List Thief Proficiency List
Alertness, Ambushing, Beast Friendship, Acrobatics, Alertness, Arcane Dabbling,
Blind Fighting, Climbing, Combat Blind Fighting, Bribery, Cat Burglary,
Reflexes, Combat Trickery (disarm, knock Combat Reflexes, Combat Trickery
down), Eavesdropping, Endurance, (disarm, incapacitate), Contortionism,
Fighting Style, Land Surveying, Mapping, Diplomacy, Fighting Style, Gambling,
Intimidation, Lip Reading, Lockpicking,
Mapping, Precise Shooting, Riding,
Running, Seafaring, Skirmishing,
Skulking, Sniping, Swashbuckling, Trap
Finding, Weapon Finesse, Weapon Focus
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Proficiency Descriptions
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Acrobatics: The character is trained to mundane, and if mundane, diagnose it.
jump, tumble, somersault, and free-run With clean, sanitary conditions and bed
around obstacles. The character gains +2 to rest, an animal under treatment of the
saving throws where agility would help character automatically regains an extra
avoid the situation, such as tilting floors 1d3 hit points per day. If the character
and pit traps. In lieu of moving during a selects Animal Husbandry twice, he can
round, the character may attempt a neutralize poison or cure disease, or cure
proficiency throw of 20+ to tumble behind light wounds with a proficiency throw of
an opponent in melee. The proficiency 18+, attempting once per day per animal. If
throw required for the tumble is reduced the character selects Animal Husbandry
by 1 per level of experience the character three times, he can neutralize poison, cure
possesses. If successful, the character is disease, or cure serious wounds with a
behind his opponent. The opponent can proficiency throw of 14+, once per day per
now be attacked with a +2 bonus to the animal, and can cure mortal wounds with a
attack throw, and gains no benefit from his proficiency throw of 18+, once per day per
shield. Thieves and others eligible to animal. At any one time, a character can
backstab an opponent gain their usual +4 treat three animals, plus an additional one
on the attack throw and bonus to damage. each time Animal Husbandry is selected.
Characters with an encumbrance of 6 stone
or more may not tumble. Note that elven Animal Training (G): The character
night blades automatically begin play with knows how to breed, groom, and train a
this ability as part of their class. particular type of animal to do simple
tricks or orders. A character who wants to
Adventuring (G): The character is well- train two or more different animal types
equipped for a life of adventure. He knows must choose this proficiency more than
how to clean and sharpen weapons, saddle once. A character with proficiency in
and ride a horse, set up a camp, and search training an animal may choose a fantastic
for a secret door. He has a rough idea of the creature of a similar type with this
value of common coins, trade goods, gems, proficiency. For example, a bear trainer
and jewelry. All player characters are could learn to train owlbears, or a horse
assumed to have Adventuring for purposes trainer learn to train pegasi. All animals
of the proficiency throws of standard must begin their training while still young.
adventuring tasks. It take a minimum of one month to tame a
wild animal. It takes a minimum of one
Alchemy (G): The character can identify month to teach a tame animal one trick.
common alchemical substances, potions, Thereafter additional tricks can be taught
and poisons with a proficiency throw of at half the time per trick. An animal can be
11+. If the character takes this proficiency
twice, he can work as an apothecary or
alchemical assistant. If the character takes
this proficiency three times, he is an
alchemist himself, as described under
Hiring Specialists.
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taught a maximum of 2d4 different tasks or proficiency throw of 11+. If a character
tricks. The animal trainer will only learn selects the same field of art twice, he is
the animal’s limit when he reaches it. considered a journeyman in his trade. He
can create 20 gp per month of artwork, and
Apostasy: The character has learned supervise up to 3 apprentices, increasing
knowledge forbidden to his order. He may their productivity by 50%. If he selects the
select 4 divine spells not normally same craft three times, he is considered a
available to worshippers of his god and add master of his field. He can create 40 gp per
them to his repertoire. month of artwork, and supervise up to 2
journeymen and 4 apprentices, increasing
Arcane Dabbling: The character may their productivity by 50%. He could work as
attempt to use wands, staffs, and other a specialist in this field of art (as described
magic items only useable by mages. At in the Hiring Specialists section). Art
level 1, the character must make a Proficiency Progression
proficiency throw of 18+ or the attempt
backfires. The proficiency throw required Bargaining (G): The character gets the
reduces by 2 per level, to a minimum of 3+. best deals available for goods, services, and
Note that bards automatically begin play information. Any items the character
with this ability as part of their class. purchases costs 10% less than the listed
price and any items he sells go for 10%
Art (G): The character can create a more than the listed price. If both the
particular type of art (e.g., painting,
sculpture, mosaic). The character must
choose the type of art at the time he
chooses the proficiency. He can spend more
proficiency selections to have several types
of art proficiencies. The character is
considered an apprentice in his field. He
can create 10 gp per month of artwork, and
can identify masterwork items, rare
materials, and famous artisans with a
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buyer and seller have the Bargaining
proficiency, the opposed Bargainers should
make reaction rolls. Whichever character
scores the higher result gets the discount.
A character may select Bargaining multiple
times if desired. Each time the proficiency
is selected, the character receives a +2
bonus on his reaction roll when
negotiating with other bargainers.
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permits an additional reaction roll during Command: The character has mastered
encounters, with the throw modified by the art of command. His authority inspires
the size of the bribe. As a general rule, a men to follow him into danger. The
bribe equal to one day’s pay for the target character’s henchmen and mercenaries
provides a +1 bonus, a week’s pay provides receive a +2 bonus to morale. Morale is
a +2 bonus, and a month’s pay provides a explained in Hirelings, Henchmen,
+3 bonus. Only one bribe can be attempted Mercenaries, and Specialists.
per target in any given situation.
Contemplation: The character may enter
Caving (G): The character has learned to a meditative trance and re-gain the ability
keep a map in his head of where he is to cast a spell of a level he had previously
when exploring underground caves, cavern expended. Contemplation requires one
complexes, and rivers. On a proficiency hour (6 turns) of undisturbed meditation. A
throw of 11+, the character with this character may not regain the same level of
proficiency will be able to automatically spell more than once per day through
know the route he has taken to get where contemplation.
he is, if he was conscious at the time.
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Contortionism: The character is
extremely flexible, able to squeeze or fold
his body in ways that seem humanly
impossible, including squeezing between
bars and escaping chains and restraints. He
may make a proficiency throw of 18+ each
round to escape from bonds or to slip
between the bars of a portcullis. Diplomacy (G): The character is smooth
tongued and familiar with protocol. He
Craft (G): The character has studied under receives a +2 bonus on all reaction rolls
a guild craftsman, such as an armorer, when he attempts to parley.
bowyer, jeweler, leatherworker, smith,
shipwright, or weaponsmith. The character Disguise (G): The character can make
is considered an apprentice in his trade. He someone look like someone else through
can manufacture 10 gp per month of goods, make-up and clothing. A successful
and can identify masterwork items, rare Disguise requires a proficiency throw of
materials, and famous artisans with a 11+. Someone who is intimately familiar
proficiency throw of 11+. The character with the subject of the disguise may throw
must choose the craft at the time he 14+ to see through it, adding their
chooses the proficiency. He can spend more Wisdom modifier to their die roll.
proficiency selections to have several types
of craft proficiencies. If a character selects Divine Blessing: The character knows
the same craft twice, he is considered a how to propitiate the gods and gain their
journeyman in his trade. He can favor. He gains a +2 bonus to all saving
manufacture 20 gp per month of goods, throws.
and supervise up to 3 apprentices,
increasing their productivity by 50%. If he Divine Health: The character knows how
selects the same craft three times, he is to purify his body and soul. He is immune
considered a master craftsman. He can to all forms of disease, including magical
manufacture 40 gp per month, and diseases caused by spells, mummies, or
supervise up to 2 journeymen and 4 lycanthropes.
apprentices, increasing their productivity
by 50%. He could work as a specialist in Dungeon Bashing: The character is
this craft (as described in the Hiring hardened to the heavy lifting and physical
Specialists section). Note that dwarven labor involved in dungeon exploration.
craftpriests automatically begin play with The character receives a +4 bonus on
this proficiency at the “journeyman” rank throws to open doors and similar acts of
as part of their class. brute strength.
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Dwarven Brewing: The character knows Elven Bloodline: The character has the
the secrets of the famed beer and ale of the blood of the ageless elves in his ancestry.
dwarves. Because of his familiarity with His lifespan is three times longer than
mixology, he may make a proficiency throw normal for his race, and he shows no signs
of 11+ to determine the magical properties of aging. He also enjoys the elf’s immunity
of a potion or oil on taste. He gains a +4 to paralysis. The character’s ancestry must
bonus to proficiency throws to craft manifest somehow in his appearance
alcoholic beverages. (pointed ears, golden eyes, a strange
birthmark, or other unusual trait.)
Eavesdropping: The character can hear
noises as a thief of his class level. Endurance (G): The character is nearly
tireless. He does not need to rest every 6
Elementalism: Choose an element (air, turns. He can force march for one day
earth, fire, water). Spells using this element without penalty, plus one additional day
do +1 damage per die and impose a -2 for each point of Constitution bonus.
saving throw penalty on the target.
Elementals summoned from this element Engineering (G): The character is skilled
gain +1 hp per Hit Die. The character’s in planning, designing, and constructing
magic missiles can be considered to be of castles, towers, roads, and so forth. Any
this element, if he desires. character with this skill can evaluate
constructions the party is passing through
to assess what shape they are in, when and
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by whom they were built, etc., with a and a shield has both the pole weapon and
proficiency throw of 11+. Each time this weapon and shield fighting style
proficiency is taken, the character can proficiencies, he must choose between +1
supervise 25,000gp worth of permanent initiative rolls or +1 to AC, but not both.
construction. A character who has taken
this proficiency four times is the equivalent
of the engineer specialist described in the
Specialists section.
Bonuses are in addition to the standard Healing (G): The character is especially
bonuses for fighting in the given manner. skilled at treating wounds and diagnosing
For instance, a character with weapon and illnesses among humans and demihumans.
shield fighting style proficiency gains a A proficiency throw of 11+ enables the
total improvement to his AC of 2 points. A character to identify whether a disease is
character may take this proficiency magical or mundane, and if mundane,
multiple times, selecting an additional diagnose it. A patient under treatment of
fighting style each time. If a character has Healing naturally heals an extra 1d3 hit
two fighting styles that might be applicable points each day. If the character selects
in a given fight, he may only apply the Healing twice, he can neutralize poison,
bonus for one style in any given round. For cure disease, or cure light wounds with a
example, if a character armed with a spear proficiency throw of 18+, once per day per
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patient. If the character selects Healing
three times, he can neutralize poison, cure
disease, or cure serious wounds with a
proficiency throw of 14+, once per day per
patient. A character with Healing
proficiency can use the healing herbs listed
in the Equipment chapter (e.g. blackwort,
comfrey, goldenrod, and woundwort) to
heal additional damage or gain a bonus on
his proficiency throws. In any one day, a
character can supervise three different
patients, plus an additional one each time
Healing is selected.
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Laying on Hands: The character can heal
himself or another by laying on hands once
per day. The character can restore 2 hit
points per experience level. A character
may take this proficiency multiple times.
Each time it is taken, the character may lay
on hands an additional time per day.
Lockpicking: The character is an expert Magical Music: The character can perform
with locks and receives a +2 bonus on music that can serenade those who are
proficiency throws to open locks. He may potentially attracted to the character (as a
open a lock in one round (rather than one charm person spell) or tame savage beasts
turn) by making a successful proficiency (as a sleep spell). The character must
throw to open locks with a -4 penalty. succeed on an appropriate Performance
proficiency throw to use Magical Music. If
Loremastery: The character is successful, the charm or sleep effect begins
knowledgeable on a variety of esoteric immediately and lasts until the character
subjects. At level 1, the character may make stops performing. If the character performs
a proficiency throw of 18+ to decipher for a full turn (10 minutes), the effect has
occult runes, remember ancient history, or the duration of the spell. Magical music has
identify a historic artifact. The proficiency no effect if used against creatures that are
throw required reduces by 1 per level. Note already in combat.
that bards automatically begin play with
this proficiency as part of their class. Manual of Arms (G): The character has
the ability to train soldiers in military
Magical Engineering: The character has discipline, physical fitness, and weapon
specialized knowledge of magical items. He drill. If the character selects Manual of
gains a +1 to magical research throws. He Arms once, he can earn 30gp per month
can recognize most common magical items training light infantry. It takes 1 month to
after careful investigation with a turn raw recruits into light infantry. If the
proficiency throw of 11+, but is unable to character also selects Riding, he can also
recognize uncommon or unique magical train light cavalry (taking 3 months). If he
items, to divine command words, to also selects Weapon Focus (bows &
distinguish trapped or cursed items from crossbows), he can train crossbowmen (1
safe ones, or to assess the specific bonus or month), bowmen (2 months), or
number of charges remaining in an item. longbowmen (3 months). Manual of Arms
This proficiency can be selected multiple combined with Riding and Weapon Focus
times, each time adding an additional +1 (bows & crossbows) allows the character to
bonus to magical research throws and train horse archers (6 months). If the
reducing the proficiency throw required to character selects Manual of Arms twice, he
recognize common items by 4. earns 60gp per month and can train heavy
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infantry (1 month). Two ranks of Manual of
Arms combined with Riding allow the
character to train heavy cavalry (6
months). Two ranks of Manual of Arms
combined with Riding and Weapon Focus
(bows & crossbows) allows the character to
train cataphract cavalry (12 months). The
character can train up to 60 soldiers during
each training period.
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Passing Without Trace: The character 25gp per month for his services, and can
leaves no sign of his passing over make expert commentary on subjects
wilderness terrain, and may not be tracked. pertaining to his profession with a
For every 3 levels of experience, the proficiency throw of 11+. The character
character may cover the tracks of an must choose the profession at the time he
additional traveling companion. chooses the proficiency. He can spend more
proficiency selections to have several types
Performance (G): The character can act, of profession proficiencies. If a character
dance, sing, recite poetry, tell stories, or selects the same profession twice, he is
play musical instruments in a skilled considered a licensed practitioner of his
manner. The character chooses the type of profession. He can earn 50gp per month for
performance that his character knows, and his services, and supervise up to 3
the character can take the proficiency apprentices, increasing their productivity
several times in order to know multiple by 50%. If he selects the same profession
types of performance. The character is three times, he is considered a master of
considered an apprentice in his style. He his profession. He can earn 100gp per
can earn 10gp per month from his month, and supervise up to 2 practitioners
performances, and can identify famous and 4 apprentices, increasing their
performers, masterpieces, and rare productivity by 50%.
instruments with a proficiency throw of
11+. If a character selects the same type of
performance twice, he is considered a
journeyman in his trade. He can earn 20gp
per month from his performances, and lead
a troupe of up to 3 apprentices, increasing
their productivity by 50%. If he selects the
same type of performance three times, he
is considered a master of his field. He can
earn 40gp per month from his Prophecy: The character is subject to
performances, and lead a troupe of up to 2 premonitions and dreams of the past and
journeymen and 4 apprentices, increasing future. The Judge will make these visions
their productivity by 50%. Note that bards both cryptic and useful. Once per week, the
automatically begin play with this ability at character can commune (as the spell).
the apprentice level as part of their class.
Quiet Magic: The character can cast spells
Precise Shooting: The character may with minimal words and gestures. A
conduct missile attacks against opponents successful proficiency throw to hear noise
engaged in melee at a -4 penalty to his is required to hear the character cast spells.
attack throw. A character may take this Full gagging is necessary to prevent the
proficiency multiple times. Each time the character from working magic.
proficiency is taken, the penalty to attack
opponents in melee is reduced by 2. Riding (G): The character knows the care
Characters without this proficiency cannot and feeding of a riding animal and how to
attack opponents engaged in melee with handle it under difficult circumstances,
missile attacks. such as using a weapon from its back. For
each type of animal, this proficiency must
Prestidigitation: The character can be selected separately.
magically accomplish simple illusions and
sleight of hand tricks suitable for Righteous Turning: When turning
impressing peasants, such as lighting a undead, the character adds his Wisdom
candle or shuffling cards, at will. The bonus to both the turning throw and to the
character must be able to perform the task number of HD turned on a successful
physically, and be free to speak and throw.
gesture. He may use magical sleight-of- Running: The character’s base movement
hand to pick pockets as a thief of one half speed is increased by 30' when wearing
his class level. chainmail or lighter armor.
Profession (G): The character is highly Seafaring (G): The character can crew
skilled at a civil profession, such as actuary, large sailing ships or galleys. If a character
banker, chamberlain, judge, lawyer, selects this proficiency twice, he can serve
librarian, merchant, restaurateur, scribe, or as a captain on a seagoing vessel, as
seneschal. The character is considered an described in Specialists. If he selects this
apprentice in his profession. He can earn proficiency three times, he is a master
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mariner. When tacking, a master mariner’s Sensing Evil: At will, the character can
ship has its movement rate reduced by only detect evil (as the spell) up to 60' away by
one category rather than by two (as concentrating. Each use takes a turn.
described in the Wilderness Adventures
section), and his ship’s chance to evade is Sensing Power: The character detects
increased by +5. spellcasters within 60' and estimate their
level of power relative to his own. He can
Seduction (G): The character is either tell when arcane magic was used within
naturally alluring or a practiced seducer. the last 24 hours in the same vicinity. (The
He always receives a +2 bonus on reaction character cannot necessarily sense whether
rolls with others who are potentially an item is magic, unless it has been used in
attracted to the character. the last 24 hours.) Each use takes a turn.
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do so using ranged weapons at up to short
Siege Engineering (G): The character is range.
highly skilled in the construction and Soothsaying: The character is subject to
placement of temporary defensive works premonitions and dreams of the past and
such as ditches, pits, fields of stakes, and future. The Judge will make these visions
simple wooden and earthen barricades. He both cryptic and useful. Once per week, the
also knows how to operate heavy war character can contact higher plane (as the
machines and siege engines such as spell).
ballistae, catapults, rams, bores, and siege
towers. If the proficiency is taken a second Survival: The character is an expert at
time, then the character has the knowledge hunting small game, gathering fruits and
to construct heavy war machines, siege vegetables, and finding water and shelter.
engines, and siege towers as well as use The character forages enough food to feed
them. himself automatically, even when on the
move, so long as he is in a fairly fertile
Signaling (G): The character knows how to area. If he is trying to supply more than
transmit messages to other signaling one person, he must make a proficiency
specialists of the same military force, throw (as described in Wilderness
culture, trade guild, or other organization. Adventures), but gains a +4 bonus on the
This is similar to learning an additional roll.
language. The character must specify the
style and culture of signals that he has Swashbuckling: The character gains a +1
learned when he takes this proficiency. bonus to Armor Class if wearing leather
Examples of signals include naval flags, armor or less and able to move freely. At
cavalry trumpets, or smoke signals. level 7, this bonus increases to +2, and at
level 13 the bonus increases to +3.
Skirmishing: The character may withdraw
or retreat from melee combat without Theology (G): The character has received
declaring the intention to do so at the start formal religious instruction at a seminary
of the melee round. Characters without this or monastery, and is a member of the
proficiency must declare defensive church hierarchy. He can automatically
movement before initiative dice are rolled. identify religious symbols, spell signatures,
See Defensive Movement in Chapter 6. trappings, and holy days of his own faith,
and can recognize those of other faiths
Skulking: The character excels at moving with a proficiency throw of 11+. Rare or
furtively and finding concealment. He occult cults may be harder to recognize
receives a +2 bonus on proficiency throws (Judge’s discretion). Note that dwarven
to hide in shadows and move silently. craftpriests automatically begin play with
Sniping: If otherwise eligible to ambush or
backstab his opponent, the character may
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this ability as part of their class. This
proficiency can be selected multiple times.
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PROFICIENCIES OF NORMAL HUMANS
AND DEMI-HUMANS
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