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A dventurer

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

The design intent of this digest-sized book is to have printable


resource for the the GM to provide the players at the table. Sometimes,
for various reasons, players may not own the rule book but still need at
least the basic information to make up a character. Also, the actual rule
book is fairly dense with information and having a few booklets
dedicated to providing only the information needed will help optimized
the time to make a character.

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

Artists in this work:

• 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.

Alertness: The character gains a +4 bonus


on any proficiency throws to hear noises
and detect secret doors. With a proficiency
throw of 18+ he can notice secret doors
with just casual observation. He gains a +1
bonus to avoid surprise.

Ambushing: When the character attacks


with surprise, he gets a +4 bonus on his
attack throws and deals double damage on
the attack. This proficiency does not stack
with the ability of thieves (or related
classes) to backstab.

Animal Husbandry (G): The character


has the ability to treat wounds and
diagnose illnesses in animals. A proficiency
throw of 11+ enables the character to
identify whether a disease is magical or

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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.

Battle Magic: The character gains a +1


initiative bonus when casting spells. He is
considered 2 class levels higher than his
actual level of experience for purposes of
dispelling magic or penetrating a target’s
magic resistance.

Beast Friendship: The character is well-


schooled in the natural world. He can
identify plants and fauna with a proficiency
throw of 11+, and understands the subtle
body language and moods of birds and
beasts (though they may not understand
the character). He gains +2 to all reaction
rolls when encountering normal animals,
and can take animals as henchmen.

Berserkergang: The character may enter a


berserker rage. While enraged, he gains a
+2 bonus to attack throws and becomes
immune to fear. However, the character has
a -2 penalty to AC and cannot retreat from
combat. Once it has begun, a berserker rage
cannot be ended until combat ends.

Black Lore of Zahar: The character has


studied the terrible necromancies of
ancient Zahar. He can control undead as a
Chaotic cleric of one half his class level. If
the character casts spells that require a
saving throw versus Death, his targets
suffer a -2 penalty on the save. When the
character casts necromantic spells (such as
animate dead), the spell effects are
calculated as if he were two class levels
higher than his actual level of experience.
He may also conduct necromantic research
(see Necromancy in Chapter 7) as if he
were two class levels higher than actual.

Blind Fighting: The character can fight a


target without being able to see it. Blind
Fighting is typically used when the
character is in darkness or when the target
is outside the range of his sight. A
character with this proficiency suffers only
a -2 penalty on attack throws when blinded
or fighting invisible enemies instead of the
base -4 penalty.

Bribery: The character is exceptionally


skilled at bribing officials with gifts of
money or merchandise. Offering a bribe

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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.

Cat Burglary: The thief knows how to


deftly move across narrow and precarious
surfaces. He may balance on thin ledges or
tight ropes by making a proficiency throw
to climb walls. If the thief falls while
climbing, the player may make a second
proficiency throw with a -4 penalty in order
to catch himself and prevent any damage.

Climbing: The character can climb cliffs,


branchless trees, walls, and other sheer
surfaces, without climbing aids, as a thief
of his class level.

Collegiate Wizardry (G): The character


has received formal magical education
from a wizard’s guild. He can automatically
identify arcane symbols, spell signatures,
trappings, and grimoires of his own order,
and can recognize those of other orders or
traditions with a proficiency throw of 11+.
Rare or esoteric traditions may be harder to
recognize (Judge’s discretion). A character
may select this proficiency additional
times. Combat Reflexes: True warriors
never hesitate in combat. The character
gains a +1 bonus on surprise rolls and
initiative rolls. This bonus does not apply
when casting spells.

Combat Trickery: The character is a


cunning and tricky fighter. Pick a special
maneuver from any one of the following:
Disarm, Force Back, Incapacitate, Knock
Down, Overrun, Sunder, or Wrestle. When
the character attempts this special
maneuver in combat, the normal penalty
for attempting the maneuver is reduced by
2 (e.g. from -4 to -2), and his opponent
suffers a -2 penalty to his saving throw to
resist the special maneuver. See Special
Maneuvers in Chapter 6 for more details. A
character may take Combat Trickery
multiple times, selecting an additional
special maneuver to learn each 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.

Familiar: The character gains a familiar, a


magical animal companion. The familiar
will be a creature appropriate to the
character’s alignment and other powers (as
determined by the Judge). The familiar
always has a number of Hit Dice and
maximum hit points equal to . its master’s Gambling (G): The character has the
own; Intelligence equal to its master’s ability to win money in games of skill
Intelligence; and a number of general and (competitive card games) and betting. He
class proficiencies equal to its masters, can earn 1d6gp per month as a professional
selected from its master’s class list. The gambler. The character can select
familiar can always understand any Gambling additional times if desired,
languages spoken by its master, and the increasing his monthly income by 1d6gp
character will be able to understand the with each selection. If multiple characters
familiar’s speech, though no one else will with Gambling proficiency face each other
without resorting to speak with animals. in a game of skill and betting, they should
The familiar is utterly loyal to its master each roll the appropriate number of d6s as
and will fight for him, perform services, if measuring their monthly gambling
and generally obey his commands. While income. Whichever gambler rolls the
the familiar is within 30', the character higher total has won the first round (hand,
receives +1 on saving throws, but if the trick, etc.) Losers must either exit the game
familiar is ever killed, the character must or increase their bet by rolling the dice
save versus Death or instantly take damage again and adding it to the total. This
equal to the familiar’s maximum total hit continues until no gambler is willing to
points. A character does not gain a new increase the bet, at which time the gambler
familiar if it is slain until he has gained a with the highest cumulative total wins the
level of experience. game. The losers must each pay the winner
the total amount of their rolls. If all
Fighting Style: The character chooses to gamblers agree, the game can be for higher
become proficient in a particular fighting stakes. This can be as simple as multiplying
style, such as two weapon fighting or the total rolled by 5, 10, or even 1,000+, or
weapon and shield. Because of his as complex as requiring the loser to turn
familiarity with the fighting style, a over domains and castles.
proficient character may draw his
weapon(s) and/or ready his shield without Goblin-Slaying: The character has been
having to give up an opportunity to move trained to ruthlessly cut down his race’s
or attack. In addition, each fighting style humanoid foes. He receives +1 on attack
provides a special bonus when the throws against kobolds, goblins, orcs,
character is fighting in that style. The gnolls, hobgoblins, bugbears, ogres, trolls,
fighting styles and their bonuses are listed and giants. At level 7, this bonus increases
below. to +2, and at level 13 it increases to +3.

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.

Illusion Resistance: The character is as


hard to fool as the most cynical dwarf. The
character receives +4 bonus on saving
throws to disbelieve magical illusions.
Intimidation (G): The character knows
how to bully others to get what he wants.
He receives a +2 bonus on all reaction rolls
when implicitly or explicitly threatening
violence or dire consequences. The targets
must be 5 HD or less, or the character and
his allies must outnumber or grossly
outrank the targets.

Labor (G): The character is highly


proficient at a particular type of physical
labor, such as bricklaying, farming, mining,
or stonecutting. The character can make
his living off his labors, earning 3-12gp per
month. With a proficiency throw of 11+,
the character can interpret information in
light of his skill. A character may learn
other labor proficiencies by taking this
proficiency multiple times. Labor does not
require enough skill to be able to be
improved by taking this proficiency
multiple times.
Knowledge (G): The character has made a Land Surveying: The character is an
specialized study of a particular field, such expert at surveying the land around him.
as architecture, astrology, geography, With a proficiency throw of 11+, the
history, mathematics, metaphysics, natural character can predict dangerous sinkholes,
history, natural philosophy, or political deadfalls, collapses, or rock slides when the
economy. The character can usually make character enters the area. In dungeons, an
his living by acting as an expert on the explorer with Land Surveying gains a +4
subject. With a proficiency throw of 11+, bonus to his throws to escape detection
the character can recall expert commentary due to his ability to find the best cover.
or information relating to his area of
knowledge. The character must choose his Language (G): This proficiency enables
area of knowledge at the time he chooses the character to learn to speak, read, and
the proficiency. He can spend more write an additional language (pick one).
proficiency selections to have several The character’s level of literacy with the
different areas of knowledge. If a character new language is determined by his
selects the same knowledge twice, he is an Intelligence. Characters with an
expert in the subject and can train students Intelligence of 8 or less are generally
and write books on the topic. If he selects illiterate. However, this proficiency can be
the same subject three times, he could taken by a character with a low Intelligence
work as a sage of the subject (as described (8 or less) in order to become literate in a
in Specialists in Chapter 3). language the character already speaks.

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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.

Leadership (G): The character is an


inspirational authority figure who earns
great loyalty. The character may hire one
more henchman than his Charisma would
otherwise permit, and the base morale
score of any domain he rules is increased
by 1. Domain morale is explained in the
Campaign chapter.

Lip Reading (G): The character can


“overhear” conversations spoken in a
language he understands. If the subject of
his lip reading is not speaking clearly in
bright light, the character may need to
make a successful proficiency throw to hear
noise in order to determine if he gleans the
appropriate information. Characters with
Lip Reading proficiency receive a +1 bonus
to carousing and spying hijinks. See
Hideouts and Hijinks in Chapter 7 for more
information on carousing and spying.

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.

Mapping (G): The character can


understand and make maps, even if he
cannot read or write. With a proficiency
throw of 11+, the character can interpret or
draft complicated layouts or map an area
by memory. This proficiency can be
selected multiple times.

Martial Training: As a crusader of the


faith, the character has had training that
supersedes the normal religious strictures
of his order. Select one of the following
types of weapons and add these to the list
of weapons permitted to the character: (1)
axes; (2) bows/crossbows; (3)
flails/hammers/maces; (4) swords/ daggers;
(5) spears/pole arms; (6)
bolas/nets/slings/saps/staffs.

Military Strategy (G): The character has


studied the art of war and the methods of
the great captains. He can recognize
famous historical battles, generals, and
weapons with a proficiency throw of 11+.
Forces under his command receive a +1
bonus to initiative rolls in mass combat.
This proficiency may be selected multiple
times, each time adding an additional +1
bonus to mass combat initiative, to a
maximum of +3. character’s presence. He gains a +2 bonus
to reaction rolls to impress and intimidate
Mimicry (G): The character can imitate people he encounters. If this bonus results
animal calls and foreign language accents. in a total of 12 or more, the subjects act as
With a proficiency throw of 11+, the if charmed while in his presence.
character’s mimicry (e.g. imitating the
screech of a hoot owl or a noise from some Naturalism (G): The character is
other animal) is so authentic as to fool knowledgeable of common plant and
listeners into believing they have heard the animal life forms in terrain typical to his
actual animal. This proficiency can be background. The character is familiar with
selected multiple times. edible and poison foods, healing herbs, and
signs of unnatural danger (such as unusual
Mountaineering: The character can use quiet, atypical animal behavior, etc.) in his
mountaineering gear to climb difficult known terrain with a proficiency throw of
mountains and cliff faces, and to rig lines 11+. This proficiency can be selected
to enable non-climbers to tackle those multiple times.
faces as well, as a thief of their class level.
This proficiency does not allow the Navigation (G): The character can take
character to climb sheer surfaces during the position of the sun and stars to
combat or without extensive gear. determine roughly where he is. He gains a
+4 bonus on proficiency throws to avoid
Mystic Aura: The character has learned to getting lost in the wilderness. He can serve
project his magical powers in a way that as a navigator on a seagoing vessel as
causes awe in those that share the described in Specialists.

17
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

18
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.

19
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

20
this ability as part of their class. This
proficiency can be selected multiple times.

Trap Finding: The character is an expert


trap finder, receiving a +2 bonus on
proficiency throws to find and remove
traps. He may find a trap in one round
(rather than one turn) by making a
successful proficiency throw with a -4
penalty.

Tracking (G): The character can follow


tracks with a proficiency throw of 11+. The
Judge should increase or decrease the
chance of success depending on the
circumstances: +2 if tracking 2-4 creatures;
+4 if tracking 4-8 creatures; +6 if tracking
8-16 creatures; +8 if tracking 17+
creatures; +4 if trail is through soft/ muddy
ground; -8 if the trail is through hard/rocky
ground; -4 for bad lighting; -1 per 12 hours
of good weather since trail was made; -4
per hour of rain/snow since trail was made.
Characters move at half speed while
tracking.

Transmogrification: The character has


mastered grotesque arts of transformation.
When the character casts polymorph spells
(such as polymorph other), the spell effects
are calculated as if he were two class levels
higher than his actual level of experience.
He may also create magical crossbreeds
(see Crossbreeds in Chapter 7) as if he were
two class levels higher than actual. Targets
of his polymorph other spells suffer a -2
penalty to their saving throw.
Wakefulness: The character requires only
Trapping (G): The character can build four hours of sleep to be rested each night.
simple pits, snares, and deadfalls capable
of capturing creatures up to the size of an Weapon Finesse: When attacking with
elephant (such as giants, ogres, wyverns, one-handed melee weapons, the character
etc). With a proficiency throw of 11+ the may use his Dexterity modifier instead of
snare is built properly. The character can his Strength modifier on his attack throw.
also detect and disable simple wilderness
pits, snares, deadfalls, etc., as a thief of his Weapon Focus: When using a favored
class level. This proficiency provides no type of weapon, the character is capable of
abilities with regard to mechanical traps in devastating strikes. On an attack throw
a dungeon, or magical traps of any sort. scoring an unmodified 20 when using his
favored weapon, the character inflicts
Unflappable Casting: When the double normal damage. A character may
character loses a spell by being interrupted take this proficiency multiple times,
or taking damage during the round, he does selecting an additional Weapon Focus each
not lose his action for the round. While he time. The available Weapon Focuses are:
still loses the spell, he may now move and axes; maces, flails and hammers; swords
attack normally. Characters without this and daggers; bows and crossbows; slings
proficiency lose the opportunity to act at and thrown weapons; spears and polearms.
all if they are interrupted while casting a Weapon Focus does not allow a character
spell. See Casting Spells in Chapter 5 and to use weapons not available to his class.
Chapter 6.

21
PROFICIENCIES OF NORMAL HUMANS
AND DEMI-HUMANS

Normal humans and demi-humans (non-


adventuring 0th level characters) do not
begin with the Adventuring proficiency or
any class proficiencies. Instead they begin
their careers with four general
proficiencies. If their Intelligence is 13 or
greater, they gain additional general
proficiencies equal to their Intelligence
bonus. A character may not select the same
proficiency more than once with his four
starting proficiencies, but may use bonus
proficiencies from high INT to do so.

Normal humans gain an additional general


proficiency after 5 years, 15 years, and 35
years of work. Normal dwarves and elves
gain an additional general proficiency after
5, 15, 35, and 70 years of work. Adventurers
learn much faster – or die.

EXAMPLE: Tavus is a highly intelligent


(INT 16) 0th level young man. He begins
his career at age 18 with six general
proficiencies – four base + two more from
his high INT. He selects Craft (Carpenter),
Engineering, Labor (Stonecutting), and
Mapping with his four starting
proficiencies. With his bonus proficiencies
he takes two additional ranks in
Engineering. At age 23, he gains an
additional proficiency, which he uses to
take a fourth rank in Engineering. He is
now qualified to serve as an Engineer
specialist (see Specialists in Chapter 3),
making him among the youngest engineers
in his guild. A character of average
Intelligence might

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