A List of Skills
The skill system rules are here.
Required Skills
Attack Skills -- Pick Only One
Wizard Attacks (50) Prereq: none Restrict: Only small weapons allowed Rarity: C Description: Allows use of the wizard attack chart (Table 53). Weapon non-proficiency penalty is -5.
Rogue Attacks (200) Prereq: none Restrict: Only medium and small weapons are allowed Rarity: C Description: Allows use of the rogue attack chart (Table 53). Weapon non-proficiency penalty is -4.
Priest Attacks (600) Prereq: none Restrict: none Rarity: C Description: Allows use of the priest attack chart (Table 53). However, a temporary (noncumulative and only for that level) +1 is given at levels 3, 6, 9, 12, 15, and 18. Weapon non-proficiency penalty is -3.
Warrior Attacks (1800) Prereq: none Restrict: Str 9 Rarity: C Description: Allows use of the warrior attack chart (Table 53). Weapon non-proficiency penalty is -2. Also allows use of exceptional strength and hit point bonuses for a high constitution.
Hit Dice Skills -- Pick Only One
Four-sided Hit Dice (50) Prereq: equal or higher Wizard, Rogue, Priest, or Warrior Attacks Restrict: none Rarity: C Description: Allows one four-sided hit die per level up to level 10, then 1 hit point per level thereafter.
Six-sided Hit Dice (100) Prereq: equal or higher Rogue, Priest, or Warrior Attacks Restrict: none Rarity: C Description: Allows one six-sided hit die per level up to level 10, then 2 hit points per level thereafter.
Eight-sided Hit Dice (150) Prereq: equal or higher Priest or Warrior Attacks Restrict: none Rarity: C Description: Allows one eight-sided hit die per level up to level 9, then 2 hit points per level thereafter.
Ten-sided Hit Dice (200) Prereq: equal or higher Warrior Attacks Restrict: none Rarity: C Description: Allows one ten-sided hit die per level up to level 9, then 3 hit points per level thereafter.
Twelve-sided Hit Dice (350) Prereq: equal or higher Warrior Attacks and at least one higher Endurance Restrict: none Rarity: C Description: Allows one twelve-sided hit die per level up to level 9, then 4 hit points per level thereafter.
Saving Throw Skills -- Pick At Least One
Rogue Saving Throws (50) Prereq: none Restrict: none Rarity: C Description: Allows use of the rogue saving throw chart (Table 60).
Warrior Saving Throws (100) Prereq: equal or higher Warrior Attacks Restrict: none Rarity: C Description: Allows use of the warrior saving throw chart (Table 60).
Priest Saving Throws (200) Prereq: equal or higher Priest Spell Casting Restrict: none Rarity: C Description: Allows use of the priest saving throw chart (Table 60).
Wizard Saving Throws (200) Prereq: equal or higher Wizard Spell Casting Restrict: none Rarity: U Description: Allows use of the wizard saving throw chart (Table 60).
Optional Skills
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Accounting (100) Prereq: none Restrict: none Rarity: C Description: This skill covers knowledge and proficiency with bookkeeping and accounting. An accountant can accurately maintain financial records and accounts for any medium business or local government with no skill check required. For complex businesses and large governments, or for creating and maintaining deceptions such as a second set of false books, a skill check is required. This check is like a proficiency roll based on Intelligence with a -2 penalty, with a bonus to success rolls of +1 per level above first.
Agriculture (50) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Alchemy (550) Prereq: Int 13, Dex 11 Restrict: none Rarity: R Description: The base chance of success for alchemical pursuits is 10% plus 5% per level beyond first. An additional +5% is given for each point of intelligence above 14. This skill allows identification of potions in two ways. The first method, at half the normal chance of success, uses no sample of the potion, but works merely by inspection and smell. The second method, at the normal chance of success, requires a small sample of the potion -- but if two such samples are taken (by two alchemists, for example), a dose of the potion is lost. The alchemist may try to use both methods, in the order given, but if both methods fail, the alchemist must wait to advance in level before trying again. If the alchemist can cast them, a detect magic spell adds 15% to the chance of success, and an identify spell adds 30% plus 1.5% per Divination School level. This skill also allows the creation of magical potions, if the alchemist is also a wizard (or priest for healing potions) or has the assistance of a wizard. The game master will supply more details on this, but the alchemy level must be at least 7. And this skill allows the creation of other alchemical substances and magics, at the game master's discretion, from inks for spell books and scrolls at lower levels to homunculi and lesser golems at much higher levels.
Animal Empathy (300) Prereq: none Restrict: Wis 14; reverent devotion to a good or nature ethos Rarity: R Description: Allows befriending of natural animals, as a ranger of equal level.
Animal Handling (100) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. A new animal type is added at odd levels.
Animal Lore (150) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Animal Training (150) Prereq: none Restrict: none Rarity: C to V, depending on animal type Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. A new animal type is added at odd levels.
Appraising (150) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Armorer (350) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Artistic Ability (150) Prereq: none Restrict: none Rarity: R Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Backstab (150) Prereq: Equal or higher Thief Attacks or Priest Attacks or Warrior Attacks Restrict: Dex 9 Rarity: C Description: This skill is similar to the thief skill. It gives a damage multiplier of x2 at level 1, increasing by +0.25 per level beyond level 1. For example, at level 2 the multiplier is x2.25; at level 3, x2.5; at level 5, x3; at level 8, x3.75; etc.
Blacksmithing (100) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Blind Fighting (400) Prereq: none Restrict: none Rarity: R Description: At level 1, this skill is exactly like the non-weapon proficiency. At level 4 the penalty for fighting in total darkness is only -1. At level 7, effectiveness of special abilities is three-fourths normal, not one-half. At level 10, The penalty for fighting invisible creatures is only -1. At level 13, There is no penalty for fighting under starlight. Moreover, visibility ranges (Table 62 in the Player's Handbook) for night and twilight are multiplied by level, though they cannot exceed the ranges for misty conditions.
Bowyer/Fletcher (150) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Brewing (50) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Carpentry (50) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Charioteering (150) Prereq: none Restrict: none Rarity: C (depending on the campaign) Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Climb Walls (150) Prereq: none Restrict: Dex 9 Rarity: C Description: This skill is exactly like the thief skill. It gives a base score of 65% at level 1, plus 5% per level above first. Adjustments for armor and race also apply.
Cobbling (50) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Cooking (100) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Cure Disease (150) Prereq: none Restrict: Wis 13, Con 9, Chr 17; worshipful devotion to a lawful good deity Rarity: R Description: Allows healing of one disease per five levels per week, as a paladin.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Dancing (100) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Detect Noise (150) Prereq: none Restrict: none Rarity: C Description: This skill is exactly like the thief skill. It gives a base score of 20% at level 1, plus 5% per level above first. Adjustments for race also apply.
Direction Sense (200) Prereq: none Restrict: none Rarity: R Description: At level 1, exactly as the non-weapon proficiency. There is a bonus to success rolls of +1 per level above first. The concentration time is 1d6, -1 per even level (at least one round must be spent concentrating). If the adjusted chance of success is 20 or higher, then on a roll of 20 the character is off by 1 to 100 degrees. The character's chance of getting lost in wilderness areas is decreased by 3% per level.
Disguise (200) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Druidic Shapechange (500) Prereq: At least six levels higher Animal Priest Spheres, Identification of Animals, and Priest Spell Casting Restrict: Wis 12, Chr 15; worshipful devotion to a nature ethos or deity, non-metallic armor Rarity: V Description: Allows shapechange as a level 7 druid. However, only three animal forms (one specific reptile, one bird, one mammal) are known at level 1. With each additional level one more form may be learned. At the game master's option, the size extreme allowed, both to larger and smaller creatures, may be expanded as level improves.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Endurance (200) Prereq: none Restrict: none Rarity: U Description: At level 1, exactly as the non-weapon proficiency. At levels 5, 10, and 15, endurance is possible for three, four, and five times normal duration. There is also a bonus to success rolls of +1 per level above first.
Engineering (300) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Etiquette (150) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Find/Remove Traps (200) Prereq: none Restrict: Dex 9 Rarity: C Description: This skill is exactly like the thief skill. It gives a base score of 10% at level 1, plus 5% per level above first. Adjustments for dexterity, armor, and race also apply.
Fire Building (150) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Also, time required is decreased by 1 round per level, with a minimum of one full round required.
Fishing (50) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Forgery (200) Prereq: none Restrict: none Rarity: R Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Fortune Telling (300) Prereq: none Restrict: none Rarity: R (but fakers and con artists are common)Description: Similar to the astrology non-weapon proficiency, but for any divination device (I Ching, tea leaves, Tarot cards, etc.) with a bonus to success rolls of +1 per level above first. No navigation bonus is given.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Gaming (150) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Also, at level 5 the character is caught cheating only on a roll of 18 to 20; at level 10, 19 to 20; and at level 15, only on a 20.
Gem Cutting (250) Prereq: none Restrict: none Rarity: R Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Healing (400) Prereq: none Restrict: none Rarity: U Description: At level 1, exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Moreover, at level 4 1d4 hp of wounds can be healed; at level 7, 1d6; at level 10, 1d8; at level 13, 1d10; and at level 16, 1d12. A character with this skill can care for five people plus one person per level at any given time. And an additional +1 is given for poison saving throws at levels 4, 6, 8, 10, and 12.
Heraldry (100) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. At the game master's discretion, this skill can also be applied to other identifiers, such as barbarian clan markings, orcish tribal scarring, flags flown on ships, etc.
Herbalism (300) Prereq: none Restrict: none Rarity: R Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Moreover, the character can create non-magical potions, ointments, and powders. Examples of these include the following: At level 2, poison delay potion -- acts as a slow poison spell with an hour duration. At level 4, healing potion -- cures 1-3 points of damage. At level 6, color ointment -- this dyes skin and hair, so that appearance can be altered, or so that hiding in shadows is easier (+10%), but the color (green, red, tan, gray, yellow, etc.) must be specified at creation, and the color takes one week to fade. At level 8, alcohol neutralization potion -- the imbiber is cured of drunkenness and hangover and is immune to alcohol for 1d4 hours. At level 10, itching and sneezing powder -- at a range of 10 feet, one creature (not undead or non-breathers) must save vs poison or suffer a -3 penalty on to hits and initiative for 1d3 rounds. At level 12, speed potion -- the imbiber receives a -5 bonus to initiative for one turn. The game master may allow the character to research other non-magical concoctions. To prepare a potion, powder, or ointment requires a successful proficiency check, one day of work, and 50 gp of ingredients (used even if the check fails), if they are available. If the time and money spent are multiplied by ten, the effects of the concoction are doubled. Note that only one herbal potion may be taken per day -- if a second is imbibed, it has no effect and the drinker will be nauseous (-2 on to hits and AC for 12 hours). All herbal concoctions go bad after one week unless magically preserved.
Hide in Shadows (200) Prereq: none Restrict: Dex 9 Rarity: C Description: This skill is exactly like the thief skill. It gives a base score of 10% at level 1, plus 5% per level above first. Adjustments for dexterity, armor, and race also apply.
History, Ancient (150) Prereq: none Restrict: none Rarity: R Description: Similar to the Ancient History non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Also, the scope in time and place gets wider with increasing levels, to an extent allowed by the game master. This skill adds 1.5% per level to a character's Legend and Lore skill if the item is related to the character's area of knowledge.
History, Local (150) Prereq: none Restrict: none Rarity: C to R Description: Similar to the Local History non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Also, the scope in time and place gets wider with increasing levels, to an extent allowed by the game master.
Hunting (150) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Identification of Animals (50) Prereq: Equal or higher Animal Priest Sphere Restrict: Wis 12; reverent devotion to a nature ethos or deity Rarity: R Description: Allows identification of animals native to one geographic area with perfect accuracy upon visual inspection (within 30 to 120 feet, depending on how big and distinctive the creature is). With every odd level, another geographic area is added. The skill also allows identification by hearing or inspection of spoor at 15% per level.
Identification of Plants (50) Prereq: Equal or higher Plant Priest Sphere Restrict: Wis 12; reverent devotion to a nature ethos or deity Rarity: R Description: Allows identification of plants native to one geographic area with perfect accuracy upon visual inspection (within 60 feet in good visual conditions, depending on the plant's size). With every additional level, another geographic area is added.
Identification of Pure Water (50) Prereq: Equal or higher Elemental (Water) Priest Sphere Restrict: Wis 12; reverent devotion to a nature ethos or deity Rarity: R Description: Allows identification of pure (drinkable) water with perfect accuracy, and detects poison in food or drink with a 3% per level chance of success.
Inspiration (150) Prereq: Equal Singing or Musical Instrument Restrict: Dex 12, Int 13, Cha 15 Rarity: R Description: This skill is exactly like the bard's ability to inspire and rally friends and allies. Area of effect and duration increase with level. At level 7 the "casting time" is two rounds, not three; at level 13, one round.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Juggling (150) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Also, the roll to catch thrown weapons is against AC1 at level 2, AC2 at level 4, AC3 at level 6, etc.
Jumping (150) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Knowledge skill (150) Prereq: none Restrict: none Rarity: (varies, see below) Description: Allows knowledge in a particular specialized field. There are a large number of possible variations of this skill, for example, knowledge of strategy and war, of gnomes, of planar travel, of forests, or of devils. The game master decides on the rarity of a given kind of knowledge. Also, the depth and breadth of knowledge increases with higher levels, to an extent allowed by the game master. Religion and history are examples of previously-described knowledge skills. Like a non-weapon proficiency, this skill is based on Int, with no modifier to the roll, although the game master may apply situational modifiers based on the information sought. A bonus is given to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Language, Ancient (150) Prereq: none Restrict: none Rarity: R Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Fluency increases with level.
Language, Modern (150) Prereq: none Restrict: none Rarity: C to R Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Fluency increases with level.
Language, Special (250) Prereq: none Restrict: none Rarity: R to V Description: Similar to other language skills, this allows use of magical or other extraordinary tongues, such as the languages of beasts, monsters, and so forth. Fluency increases with level.
Laying on Hands (250) Prereq: none Restrict: Wis 13, Con 9, Chr 17; worshipful devotion to a lawful good deity Rarity: R Description: Allows healing of 2 hp per level once per day, as a paladin.
Leatherworking (50) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Legend and Lore (200) Prereq: Equal Local or Ancient History Restrict: Int 13 Rarity: R Description: This skill is like the bard's ability to identify the general nature of magical and historical items. The success score is 5% per level.
Literacy (100) Prereq: none Restrict: none Rarity: U Description: Exactly as the reading/writing non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Note that if a character has Wizard Spell Casting, Wizard Scrolls, Priest Scrolls, or Read Languages, then the character also automatically has Literacy at no cost and without it counting against the limit of the number of skills a character can learn.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Magic Skill (see below) Prereq: see below Restrict: see below Rarity: V Description: This skill gives the player character an innate magical ability, allowing the character to "cast" spells. One particular spell is chosen. The character can "cast" that spell once per day at level 1, twice per day at level 6, three times per day at level 11, four times per day at level 16, and five times per day at level 21. Only spells wih casting times of less than one round are permitted. The character must concentrate on the magic skill for the duration of the casting time, and the effect can be spoiled by a hit or failed save just as a cast spell can be ruined. The bxp cost is 100 per spell level, with two multipliers. First, the game master assigns a power factor for game balance of x1 to x4. A x1 effect would be limited in usefulness and power, like Create Water or Leomund's Tiny Hut. A x4 effect would be very useful and powerful, like Charm Person or Invisibility. It is strongly recommended that no magic ability be permitted that directly causes damage, like Magic Missle or Spiritual Hammer, but if they are allowed, give them a multiplier of x4 or even x5. The second multiplier is for components. This multiplier is x1 for a skill that has verbal, somatic, and expensive material components (at least 50 gp per spell level). The multiplier is x4 for a skill that is purely mental and has no components. Skills with fewer components fall somewhere on that spectrum. For example, a magic skill based on a second level spell that required no components at all and was very useful (say, ESP) would have a bxp of 100 x2 x4 x4, or 3,200. A least useful first level spell with all components (say, Purify Food and Drink) would have a bxp of 100 x1 x1 x1, or 100. A prerequisite is always required. If no skill seems appropriate, create a suitable knowledge skill as the prereq. The prereq skill must be higher than the magic skill by at least two times the level of the magic spell on which the skill is based. For example, a Detect Magic skill requires Spellcraft at two levels higher. A Rope Trick skill requires Rope Use at four levels higher. A Blink skill requires Knowledge of the Ethereal Plane at six levels higher. Magic Skills based on wizard spells restrict the character to no armor when "casting" the effect. One other restriction is also required, most typically, respectful or worshipful devotion to a god, ethos, or organization. IT MUST BE NOTED that Magic Skills are only allowed when they are suitable for a particular character concept! Moreover, the game master can veto any Magic Skill. For example, it makes sense that members of the Loyal Brotherhood of Necromancers know a secret ritual that duplicates the Invisibility to Undead spell. Or that devout worshippers of Fletch the Arrow God can cast a Protection from Normal Missles once they master a Bow Weapon Skill at Level 7 (six levels higher prereq. required for a 3rd level spell).
Metal Armor (50) Prereq: none Restrict: none Rarity: C Description: This skill is required if a character wants to use metallic armor. For each level above first, the weight of armor worn (not including shields) is reduced by 5% for the purposes of encumbrance. At levels 5, 10, and 15, the time needed to put on and take off armor is cut by 1, 2, and 3 rounds.
Mining (250) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Mood Control (150) Prereq: Equal Singing or Musical Instrument Restrict: Dex 12, Int 13, Cha 15 Rarity: U Description: This skill is exactly like the bard's ability to influence reactions. The saving throw is modified, however, by +1 at even levels.
Mountaineering (200) Prereq: none Restrict: none Rarity: U Description: Similar to the non-weapon proficiency, with a bonus to success rolls of +1 (5%) per level above first. Also, the character receives a bonus of 1.5% per level to all climbing rolls (round up).
Move Silently (200) Prereq: none Restrict: Dex 9 Rarity: C Description: This skill is exactly like the thief skill. It gives a base score of 15% at level 1, plus 5% per level above first. Adjustments for dexterity, armor, and race also apply.
Multiple Attacks (650) Prereq: at least two lower Warrior Attacks Restrict: none Rarity: C Description: Allows multiple attacks with one melee weapon. At level 1, 5 attacks per 4 rounds. At level 4, 4 attacks per 3 rounds. At level 7, 3 attacks per 2 rounds. At level 10, 5 attacks per 3 rounds. At level 13, 2 attacks per round. At level 16, 5 attacks per 2 rounds. At level 19, 3 attacks per round.
Musical Instrument (100) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Also, an additional instrument may be added every odd level.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Navigation (100) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Open Locks (200) Prereq: none Restrict: Dex 9 Rarity: C Description: This skill is exactly like the thief skill. It gives a base score of 15% at level 1, plus 5% per level above first. Adjustments for dexterity, armor, and race also apply.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Parry (200) Prereq: At least three lower Wizard, Rogue, Priest, or Warrior Attacks Restrict: none Rarity: U Description: Allows a bonus to Armor Class in melee if all other actions are sacrificed. At level 1 the bonus is +1, and an additional +1 is given at each even level. This skill cannot be used with Tumbling.
Pass through Overgrowth (150) Prereq: Equal or higher Animal and Plant Priest Spheres Restrict: Wis 12; reverent devotion to a nature ethos or deity, no metallic armor Rarity: V Description: Allows transit through overgrown areas at a normal movement rate. With each level above first, the character can lead one human as well (a horse counts as four humans). And trackers following the character suffer a -2 per level adjustment to tracking proficiency rolls.
Pick Pockets (200) Prereq: none Restrict: Dex 9 Rarity: C Description: This skill is exactly like the thief skill. It gives a base score of 20% at level 1, plus 5% per level above first. Adjustments for dexterity, armor, and race also apply. 1.5% per level of a character's score (round all fractions down) can be applied to the Sleight of Hand skill.
Pottery (50) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Priest Magic Items (50) Prereq: none Restrict: Wis 9, Respectful Devotion (to a deity) Rarity: C Description: Allows use of all priest-specific magic items except scrolls as a priest of the same level.
Priest Research (150) Prereq: equal or lower Priest Spell Casting Restrict: Wis 9, Respectful Devotion (to a deity) Rarity: U Description: Allows priest spell research as a priest of equal level. At level 5, allows creation of holy water. At level 9, allows scroll and healing potion creation. At level 11, allows non-permanent magic item creation. At level 14, allows permanent magic item creation.
Priest Scrolls (100) Prereq: none Restrict: Wis 9, Respectful Devotion (to a deity) Rarity: C Description: Allows use of priest scrolls as a priest of the same level.
Priest Spell Casting (400) Prereq: At least one Priest Sphere skill at any level Restrict: Wis 9, Respectful Devotion (to a deity) Rarity: C Description: Allows use of Table 24 (Priest Spell Progression).
Priest Sphere (Varies, see below) Prereq: Priest Spell Casting at any level Restrict Wis 9, Respectful Devotion (to a deity) and see below Rarity: C Description: Allows access to a particular sphere of priest spells. Spells allowed within the sphere are limited by level. The highest spell level possible is half the level of the Sphere skill (round up). For example, a character with level 9 in Combat Sphere can cast 5th level spells in that sphere (of course, the character must also have Priest Spell Casting at level 9 as well, to cast any 5th level spells whatsoever). The same character with only level 3 in Charm Sphere can only cast 2nd level spells in the charm sphere. Here are the different Sphere skills and their base xp costs:
All (25); Animal (95); Astral (10); Charm (50); Combat (40); Creation (35); Divination (105); Elemental (160); Guardian (50); Healing (30); Necromancy (60); Plant (115); Protection (90); Summoning (90); Sun (30); Weather (45)
Note that the game master may rule that certain gods may award spells only from specific schools and that only minor access may be given to other schools. The game master may also alter the prerequisites, restrictions, and rarity of some spheres. For example, Plant, Animal, and Weather Spheres prohibit the use of metallic armor. By the way, If there is a priest spell with two spheres, you do not need to buy both priest sphere skills in order to cast it -- one of the two will do.
Priest Sphere Packages -- One of the following three options may be selected. If a Priest Sphere Package is chosen, no other Priest Sphere Skills may be taken.
Priest Spheres for Clerics (400) Prereq: Priest Spell Casting at any level Restrict: Wis 9, respectful devotion (to a deity) Rarity: C Description: Allows major access to all spheres except Elemental (minor), Animal (none), Plant (none), and Weather (none). As with specific Sphere skills, the highest spell level possible is half the level of the skill.
Priest Spheres for Druids (400) Prereq: Priest Spell Casting at any level Restrict: Wis 12, Chr 15; worshipful devotion to a nature ethos or deity, non-metallic armor Rarity: R Description: Allows major access to these spheres: All, Animal, Elemental, Healing, Plant, Weather. Allows minor access to Divination. As with specific Sphere skills, the highest spell level possible is half the level of the skill.
Priest Sphere Custom Package (sum of bxps of spheres in the package) Prereq: Priest Spell Casting at any level Restrict: Wis 9, reverent devotion (to a deity) Rarity: C Description: A player can create a custom package of sphere skills to reflect worship of a particular diety or ethos. Or a game master can offer a set of custom packages based on the dieties used in the campaign. There is no cost savings, but this is useful for a player who wants access to a number of spheres and only wants to use one skill slot. The game master may rule that access to some spheres is minor only.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Quisling (150) Prereq: none Restrict: none Rarity: U Description: A character with this skill can convince an enemy that the character honestly wants to change sides and can be valuable to the enemy as a turncoat. This skill can be used to prevent death or imprisonment upon capture. It can be used to judge the effectiveness of the character's lies and deceptions. Note that this skill becomes much less effective if the character gains a reputation as a traitor. The skill is useful only if some means of communication is available. This check is like a proficiency roll based on Charisma with a -2 penalty, with a bonus to success rolls of +1 per level above first. The GM may apply other situational modifiers.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Read Languages (150) Prereq: none Restrict: none Rarity: C Description: This skill is exactly like the thief skill. It gives a base score of 5% at level 1, plus 5% per level above first. Adjustments for race also apply.
Read Lips (300) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Religion (150) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Also, the scope of the character's knowledge grows in breadth and detail with increasing levels, to an extent allowed by the game master.
Riding, Airborne (350) Prereq: none Restrict: none Rarity: R to V Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Also, an additional mount type can be learned at levels 4, 7, 10, 13, and 16.
Riding, Land-Based (200) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Also, an additional mount type can be learned at levels 4, 7, 10, 13, and 16.
Rope Use (150) Prereq: none Restrict: none Rarity: U Description: Similar to the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. Lasso attacks gain a +1 bonus at levels 4, 8, 12, and 16. Climbing attempts with rope are improved by 1.5% per level (round down).
Running (250) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Sailing (50) Prereq: none Restrict: none Rarity: C Description: Exactly as the seamanship non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Sewing (50) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Singing (100) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Sleight of Hand (100) Prereq: none Restrict: Dex 12, Int 13, Cha 15 Rarity: C Description: This skill is like the bard skill. It gives a base score of 20% at level 1, plus 5% per level above first. Though the thief Pick Pockets adjustments for dexterity, armor, and race apply, this skill does is not the same as Picking Pockets. (However, 1.5% per level can be applied as a bonus to the Pick Pockets skill.) Sleight of Hand allows a character to perform "magic" tricks such as pulling coins from a person's ear or a rabbit from a hat. A roll is only required for especially difficult tricks, or under dangerous conditions. If a character with both Gaming and Sleight of Hand skills wishes to cheat, +1 per 3 levels (round all fractions down) can be applied to the Gaming skill roll. Also, a character with Sleight of Hand can secret small items on his or her person so that they will be missed in the event of a search -- one item weighing one pound or less can be hid at first level, two items at level 3, three items at level 5, etc. When searched, roll for each item. A failed roll indicates that the item is found. For a very thorough search (such as a strip search), the character's score is halved.
Sound Attack Resistance (150) Prereq: Equal Mood Control and equal Singing or Musical Instrument Restrict: Dex 12, Int 13, Cha 15 Rarity: R Description: This skill is like the bard's ability to counter magical sound attacks. It is effective not only against magical attacks that involve explanations, commands, and suggestions, but also most noise-based magic attacks, such as a siren's song, a banshee's wail, and a shrieker's alarm. At the beginning of the encounter, the character saves versus spell. Success provides immunity to all friends and allies within 10 feet per level. To continue the immunity the character can do nothing but move at half speed. If the character is struck or wounded, he or she must save again to continue, with a penalty equal to the damage taken. If the character is incapacitated, such as by poison or overbearing attack or slow or hold, the immunity is ended. The skill may be used but once per encounter. The saving throw is modified, however, by +1 at even levels.
Special Defense or Special Offense (base xp varies, see below) Prereq: none Restrict: (varies, see below) Rarity: (varies, see below) Description: A character may have only one Special Defense and one Special Offense. Special Offense and Special Defense provide particular offensive or defensive bonuses only with particular types of opponents, attack forms, or time or place conditions. Special Defense offers a +10% chance of detection at levels 1, 4, 7, 10, and 13. This skill also offers +1 on saving throws at levels 2, 5, 8, 11, and 14. And it offers +1 on armor class at levels 3, 6, 9, 12, and 15. The maximum bonus allowed is +5. Special Offense offers a -1 adjustment to initiative at levels 1, 4, 7, 10, and 13. This skill also offers +1 on damage rolls at levels 2, 5, 8, 11, and 14. And it offers +1 on attack rolls at levels 3, 6, 9, 12, and 15. The maximum bonus allowed is +5. The base xp cost varies with the rarity of the opponent, attack form, or condition. (The rarity of the skill itself is decided by the Game Master.) If an opponent, attack form, or condition is likely to be encountered on almost every adventure (for example, offense or defense against evil, magic, or the outdoors), it is common. If it is likely to be encountered often (for example, fire, undead, or the full moon), it is uncommon. If it is only occasionally encountered (for example, invisibility, dragons, palaces), it is rare. If it is seldom encountered (for example, possession, owlbears, solstices), it is very rare. If rarity changes, for example, because the player goes out of his or her way to seek out the opponent or condition, then the game master may alter the rarity and change the bxp table for the skill. The bxp for common opponents or conditions is 600 xp. For uncommon, it is 300. For rare, 150. For very rare, 75. Moreover, when the skill targets a common opponent, attack form, or condition, the Game Master also applies a moderate restriction, such as devotion to a deity, limitation on weapon or armor, or even a susceptibility to an opposing attack form or condition. For example, a character with a special defense against fire might have to save against cold at -1. A character may choose a concentrated offense or defense, choosing only detection or saves or AC bonuses for a concentrated defense, or initiative or damage or attack bonuses for a concentrated offense. The initial bonus is doubled at level 1 and extra bonuses accrue at levels 4, 7, 10, and 13. The maximum bonus at level 13 is +6. The bxp cost for a concentrated offense or defense is 400, 200, 100, and 50 for common, uncommon, rare and very rare opponents or conditions. A character may have both a concentrated offense and a concentrated defense. For example, a character with a level 7 Special Defense against Trolls has a 30% chance of identifying trolls (from sound or spoor or tracks etc.), a +2 AC vs troll attacks, and a +2 on saving throws for attacks launched by trolls. Another character has a level 5 concentrated damage Special Offense -- this character gains a +3 to damage rolls during rain or snow (+2 at level 1 and another +1 at level 4).
Spellcraft (200) Prereq: none Restrict: none Rarity: R Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Stonemasonry (100) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Survival (300) Prereq: none Restrict: none Rarity: U Description: Similar to the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. The character can add a new terrain type at odd levels. Also, the quality of life allowed with this skill improves with higher levels, to an extent determined by the game master.
Swimming (100) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Tightrope Walking (150) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Tracking (350) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first. However, characters with this skill start at level 3 with an initial -4 penalty (not -6).
Trapping (200) Prereq: none Restrict: none Rarity: C Description: Exactly as the Set Snares non-weapon proficiency, with a bonus to success rolls of +1 per level above first. The Find/Remove Traps skill is required to set traps for humans and other intelligent humanoids or demi-humans.
Tumbling (250) Prereq: none Restrict: light armor Rarity: U Description: Similar to the non-weapon proficiency, with a bonus to success rolls of +1 per level above first for exceptional tumbles. Also, if a character in melee wins initiative and takes no other action, AC is improved by +4 at level 1, +5 at level 5, +6 at level 9, +7 at level 13, and +8 at level 17. And the character's unarmed attack rolls are improved by +1 at level 2, +2 at level 5, +3 at level 8, +4 at level 11, and +5 at level 14. Finally, with a successful skill roll, the character suffers only half damage from falls of 30 feet plus 10 feet per level and no damage at all from falls of 8 feet plus 2 feet per level.
Turn Undead (250) Prereq: none Restrict: Wis 9, Respectful Devotion (to a deity) Rarity: C Description: Allows turning of undead as a priest of the same level.
Two-Handed Fighting (300) Prereq: Equal Rogue, Priest, or Warrior Attacks Restrict: none Rarity: U to R Description: Required if a player character wishes to fight with a weapon in each hand. The weapons can be two daggers or knives, or the secondary weapon must be smaller and lighter than the primary weapon. At level 1, primary weapon attacks suffer a -2 penalty and secondary weapon attacks suffer a -4 penalty. At level 3 the penalties are -2 and -3; at level 5, -1 and -3; at level 7, -1 and -2; at level 9, 0 and -2; at level 11, 0 and -1; and at level 13, 0 and 0. Note that the character's dexterity reaction adjustment can worsen (for a low dex) or lighten (for a high dex) these penalties, although in no case does a high dex give a bonus to attack rolls. Note that the Multiple Attacks skill never applies to the secondary weapon.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Usury (100) Prereq: none Restrict: none Rarity: U Description: This skill encompasses all aspects of money lending and charging interest on loans. This includes accurate arithmetic, bookkeeping, and techniques for compelling payment. In addition to this skill, a usurer must use personal funds to make loans or be employed by someone with funds to lend. If an NPC resists payment, a successful skill roll results in payment or partial payment. This roll is adjusted by the GM depending on the debter's personality and wherewithal. This check is like a proficiency roll based on Intelligence with a -4 penalty, with a bonus to success rolls of +1 per level above first. A failed check can be rerolled once per month.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Ventriloquism (100) Prereq: none Restrict: none Rarity: R Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Weapon Skill (200) Prereq: none Restrict: none Rarity: C Description: This skill has a version for every weapon, so that, for example, a character can have level 3 Weapon Skill in Long Sword and level 8 Weapon Skill in Trident. At level 1, this skill allows normal use of one particular weapon with no proficiency penalty. At levels 2, 6, 10, 14, and 18, it allows -1 cumulative bonus to initiative rolls (max -5 at level 18). At levels 3, 7, 11, 15, and 19, it allows +1 cumulative bonus to damage rolls (max +5 at level 19). At levels 4, 8, and 12, it allows a +1 reduction in the related weapons non-proficiency penalty (With a bonus to hit once the penalty is erased, though this bonus is not cumulative with other Weapon Skill bonuses). At levels 5, 9, 13, 17, and 21, it allows +1 cumulative bonus to attack rolls (max +5 at level 21).
Weaponsmithing (450) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Weather Sense (100) Prereq: none Restrict: none Rarity: U Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Weaving (50) Prereq: none Restrict: none Rarity: C Description: Exactly as the non-weapon proficiency, with a bonus to success rolls of +1 per level above first.
Wizard Magic Items (300) Prereq: none Restrict: Int 9, no metallic armor, no dwarves or halflings Rarity: C Description: Allows use of all wizard-specific magic items except scrolls as a wizard of the same level.
Wizard Research (450) Prereq: equal or lower Wizard Spell Casting Restrict: Int 9, no metallic armor, no dwarves or halflings Rarity: C Description: Allows spell research as a wizard of the same level. Allows scroll and potion creation at level 9. At the GM's option, can be used to create magic items in conjunction with or in place of the Enchant An Item spell. At higher levels, allows creation of homunculi and golems.
Wizard School (Varies, see below) Prereq: Wizard Spell Casting at any level Restrict: Int 9, gnomes may use only enchantment/charm, alteration, illusion Rarity: C Description: Allows access to a particular school of wizard spells. Spells allowed within the school are limited by level. The highest level possible is half the level of the skill. For example, a character with level 9 in Alteration can cast 5th level spells in that school (the character must also have Wizard Spell Casting at level 9 as well, to cast any 5th level spells). The same character with only level 3 in Invocation/Evocation can only cast 2nd level spells in that school. Here are the different School skills and their base xp costs:
Abjuration (175); Alteration (775); Conjuration/Summoning (275); Enchantment/Charm (300); Illusion/Phantasm (375); Invocation/Evocation (350); Divination (150); Necromancy (125)
The game master may also alter the prerequisites, restrictions, and rarity of some schools.
Wizard Schools for Mages (1400) Prereq: Wizard Spell Casting at any level Restrict: Int 9 Rarity: C Description: Allows use of all schools as a mage. As with specific School skills, the highest spell level possible is half the level of the skill. Note that specialist wizards must use the traditional class system and are not permitted in this system.
Wizard Scrolls (450) Prereq: none Restrict: Int 9, no metallic armor, no dwarves or halflings Rarity: C Description: Allows use of wizard scrolls as a wizard of the same level.
Wizard Spell Casting (1200) Prereq: At least one Wizard School skill at any level Restrict: Int 9, no armor or shield, no dwarves or halflings Rarity: C Description: Allows use of Table 21 (Wizard Spell Progression).
Wizard Minor Spell Casting (400) Prereq: At least one Wizard School skill at any level Restrict: Int 9, no armor or shield, no dwarves or halflings Rarity: U Description: Allows use of Table 32 (Bard Spell Progression). At level 1, the character may memorize one cantrip spell.
Woodland Charm Resistance (100) Prereq: At least four levels higher Animal and Plant Priest Spheres Restrict: Wis 12, Chr 15; reverent devotion to a nature ethos or deity Rarity: V Description: This skill is like the druid's immunity to woodland charm. It is effective all charm effects launched by creatures with a nature orientation. At the beginning of the encounter, the character saves versus spell. Success provides immunity to all friends and allies within 10 feet per level. If the character is rendered unconscious, the resistance is ended. The character saves at +1 per level, with no limit to the bonus. The skill may be used but once per encounter.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Xylography (50) Prereq: none Restrict: none Rarity: U Description: The art of making wood cuts and wood engraving. This skill is similar to artistic ability in terms of the mechanics and rolls required. A bonus to success rolls is given of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Yodeling (75) Prereq: none Restrict: none Rarity: R Description: This skill is similar to the singing proficiency, but in mountainous terrain it can be used as acrude form of medium-distance communication. The skill gives a bonus to yodeling success rolls of +1 per level above first.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Zero-G Combat (150) Prereq: none Restrict: none Rarity: V Description: This skill gives a character proficiency in manuevering and fighting in conditions of slight or no gravity. As skill level increases, penalties are gradually removed and strategic movement and combat advantages are gained.
Site Map | 17 March 98
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)