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Chapter 6: Nonweapon Proficiencies
Chapter 6: Nonweapon Proficiencies Nonweapon proficiencies are an important part of role-playing a character. The Skills and Powers book offers several new proficiencies and ways in which they can be employed during a game. The new rules are tailored to the character point system. The use of proficiencies has been modified slightly from straight ability checks, providing more flexibility and a little more advantage to characters with less than, say, a 15 or 16 score in a certain ability. Now proficiencies can develop during the course of a game. Though characters will often start out with less likelihood of success when using proficiencies, they will have many opportunities to develop those skills beyond the limits inherent in the old ability score system. In addition, players can select or create traits for their characters, which are innate advantages such as talents and keen perceptions. A list of traits is presented in this chapter. Countering the strengths of the traits is a selection of disadvantages, which also provide opportunities for more elaborate role-playingas well as creating countless situations for a little comic relief.
Proficiencies and the Point System The point system lets players give their characters a wider variety of skills and abilities than are available with the standard rules. However, skills that are not related to a characters class are still more difficult and expensive to obtain than those tied directly to the adventurers area of expertise. Character points help determine an adventurers initial proficiencies. Players can also assign character points earned during play to improve their heroes chances of success with proficiencies, as well as to add new proficiencies. Unlike the original proficiency rules, the Skills and Powers system gives each proficiency a ratinga possibility for success. This is influenced by a characters ability score (see Table 44: Ability Modifiers to Proficiency Scores). It is a more realistic approach, since proficiencies can be gradually improved. In these rules there is a significant difference in performance between someone with a beginning level of proficiency and someone who is an expert.
In this step of the character creation process, all player characters receive an additional allotment of character points, based on their classes, to purchase their initial non-weapon proficiencies. In addition, any leftover points from race or class ability selection in the previous chapters can be used here. Finally, characters may add their CP bonuses for their Intelligence scores to their total of character points at this time. The number of CPs awarded to each type of character in this step appears in the table below. Characters may also choose disadvantages at this point, which can give them bonus CPs to spend in acquiring extra skills or traits. Warriors: 6 Wizards: 8 Priests: 8 Rogues: 6
Selecting Proficiencies When a character is created or converted from the standard AD&D game rules to the Skills and Powers system, character points must be expended for each proficiency selected. The more points spent, the better the character will be at using that particular proficiency. Table 45: Nonweapon Proficiency Groups lists the proficiencies available. It is broken into five categoriesgeneral proficiencies, and those relating to the priest, rogue, wizard, and warrior classes. Players can choose proficiencies from any of the lists, though the costs for some will be increased because they dont relate to a characters class. Additionally, some characters, because of high Intelligence scores, can add bonus proficiencies at the time of character creation.
Character Point Costs A character point cost is indicated for each specific entrythat is the expenditure in points required for players to add that skill to their characters repertoires. The cost is normal if the proficiency is selected from the general list or the list relating to a characters class. If it is selected from a different character class list, the initial cost for the proficiency is increased by 2. For example, Wingo the thief decides to spend character points on an assortment of proficiencies, including fishing (for a cost of 3) from the general group, disguise (for a cost of 4) from the rogue group, and cryptography (listed cost 3) from the wizards group. His cost in points is as stated for the general and rogue proficiencies, but he must pay 5 character points, not 3, to acquire the skill from the wizard group.
Relevant Abilities Each proficiency on Table 45 is listed with one or two of the character abilities and/or subabilities that are most essential for the use of this skill. To acquire the proficiency at the normal cost, the character must have a score of at least 9 in each of the relevant abilities. A character with lower ability scores is still allowed to purchase the skill. However, the cost in character points is increased. Add 1 to the cost for each point needed to bring the relevant abilities up to a 9. For example, Wingo wants to become proficient at riding horses. His 15 Dexterity score is no problem, but his 7 Wisdom score gives him some difficulties. Since the normal cost for the riding proficiency is 2 character points, and Wingo would need to add 2 more points to raise his Wisdom to 9, he must pay 4 points for the riding proficiency. The additional cost does not actually improve Wingos Wisdom score, it merely allows him to gain the riding proficiency.
Campaign Considerations/Training The DM is encouraged to provide a rationale for acquiring proficiencies. Certain skills might not be available because they relate to vocations not employed by the cultures of the campaign environment. Riding and blacksmithing, for example, would be unavailable in a setting based on the pre-Columbian Aztecs, while seamanship might be unknown to a mountain-dwelling people or a character born into a tribe of desert nomads. Of course, the DM need only introduce a traveler from a different culture to teach or otherwise introduce a new skill to the setting. In other cases, the DM could disallow certain proficiencies at the time characters are generated. Adding proficiencies later is simply a matter of the players finding ways for their characters to learn the new skillsthe mountain herder who signs on as a deckhand for an ocean-crossing vessel will have plenty of opportunities to learn seamanship. An NPC who possesses a proficiency generally will have enough knowledge to impart a basic level of skill to an nonproficient character. The amount of time this requires varies, but it should be a matter of at least several weeks of intensive training, or a much longer time of general exposure and experience. In general, a teacher cannot raise a students skill to a higher level than his own, but here, too, are exceptions. Characters who receive proficiency bonuses for high ability scores do not have to consider these bonuses when comparing their levels to their teachers.
Bonus Proficiencies Characters with average to high Intelligence scores can gain bonus nonweapon proficiencies. The "# of languages" rating for a character, found in the AD&D game rules, is treated as bonus character points. Bonus character points from Intelligence cannot be spent earlier in the character creation process. These points can be used only to acquire languages or acquire or improve nonweapon proficiencies which use the Intelligence score as one of the proficiencys relevant abilities. However, there is one exceptionwarriors can use these bonus character points as described here, or they can use them to purchase or improve weapon proficiencies. For example, Wingo the thief has an Intelligence score of 15, while Bluto the warrior has an Intelligence score of 12. Table 4 (in the PHB) shows that Wingo is allowed to learn four languages, while Bluto is limited to three. Wingo thus gains 4 character points that must be used for Intelligence-based nonweapon proficiencies. He could purchase ventriloquism (from the rogue group) or cooking (from the general group), since each of these uses Intelligence as a relevant ability. Bluto, on the other hand, could use his 3 bonus character points to purchase cooking, or add them to his normal character points to purchase the armorer proficiency (from the warrior group). Alternately, Bluto could use his bonus character points to purchase or improve an additional weapon proficiency.
Improving Proficiencies Once an adventurer possesses a proficiency, spending character points can improve the adventurers performance when that proficiency is used. The section on using proficiencies describes how to determine an initial ratingwhich varies for the different proficiencies and can be modified by character ability scores. This initial rating can be improved by spending additional character points during the course of an adventurers career. For the most part, new characters will have a beginning level of proficiency, though the DM and player may agree on a rationale to explain a novice characters high degree of proficiency. A young woman who embarks on a life of adventure, for example, after being raised beside her fathers potters wheel, might have a significant level of accomplishment at the pottery skill. Spending character points can improve an adventurers proficiency performance. This is a one for one exchange1 character point increases the characters chance of success by one. A nonweapon proficiency only can be increased through character points once each level. As a general rule, adventurers can add 1 character point to a given proficiency each time they advance a level of experience. They dont have to use the point at the time they reach the new level. For example, Bellerana the wizard advances from 2nd to 3rd level. She spends 1 character point to improve her rope use proficiency. And she spends another to improve spellcraft. It is possible to create exceptions to this limitation. A character who ceases adventuring for a while, and devotes much of that time to farming or laboring in a blacksmith shop, might continually improve his agriculture or blacksmith proficiency even while he does not advance in levels in his character class.
Maximum Ratings and Automatic Failure Characters cannot improve their unmodified ratings in nonweapon proficiencies above 16. This can be modified upward by the characters relevant ability scores, or by a trait that improves their score in that specific proficiency. Regardless of how high a characters modified proficiency rating becomes, a roll of 20 on a proficiency check is always a failure.
Not everything an individual does is a matter of training, practice, and education. Certain things, such as artistic talent or naturally keen senses, are inherent. These inherited characteristics might be combined with skills to provide a high level of mastery, but the talents themselves cannot be learnedcharacters have them or they dont. The greatest masters in any field of endeavor, of course, combine a high level of natural talent with extensive training. A combination of a trait with a high level of nonweapon proficiency can allow a character to simulate this level of accomplishment. The greatest minstrels of the realm, for example, possess the trait of musical ability, probably both vocal and instrumental. Additionally, they have gained through practice and learning, a high proficiency in playing musical instruments. In the Skills and Powers rules, talents and other inherent abilities are represented as traits. These traits can confer significant game advantages on a character, and can often amplify the effects of related nonweapon proficiencies. Since they are significant enhancements, they are also relatively difficult to acquire. Character points must be spent at the time of character creation if players want to select traits. Once a trait is assigned to a character, it is regarded as permanent. Unlike proficiencies, traits cannot be improved as a character develops. For the most part additional traits cannot be gained by a character who already has been involved in adventuring (though if the judge deems it appropriate, a rationale can be devised to explain why a character suddenly discovering a hitherto unknown trait).
Selecting Character Disadvantages When a character is created, the ability scores of that PC include inherent advantages and disadvantages. A character will be strong or weak, fast or slow, brilliant or stupid, handsome or ugly. These categories are general, and players have a great deal of freedom in interpreting the numbers for their characters. Some disadvantages are more specific than these character abilities, and they provide background for players who like to role-play. A player whose character passionately fears spiders, or becomes tongue-tied in social situations, has specific suggestions about role-playing. At the time of character creation, a player can select one or two disadvantages. The choice is purely optionalno character must have a disadvantage. Unlike traits and proficiencies, disadvantages do not cost character pointsinstead, each disadvantage awards a certain number of points that the player can use to provide a character with other traits, proficiencies, and racial or class abilities, or can save for later use. Some disadvantages can be chosen at one of two levelsthe disadvantage of allergies, for example, can be taken at a moderate or a severe rating. Characters who choose the severe disadvantage will have lower chances of resisting the effects of the disadvantage during play. A character can never gain more than 15 character points by acquiring disadvantages. Certain disadvantages will contradict traits, and these cannot be selecteda character with keen eyesight cannot choose the colorblind disadvantage, for example. These conflicts should be judged with common sense.
Using Proficiencies in Play The normal procedure is used for making proficiency checksi.e., a player rolls a d20 against his characters chance of success. However, the procedure for determining a characters rating for success has been modified. When characters initially acquire proficiencies, their chance for success when they attempt proficiency checks is somewhat limited. Table 45 lists, for each nonweapon proficiency, the starting rating for success when a character uses it in play. Note that there are still many opportunities for automatic success, so the check is only required on the most challenging tasks. This base chance of success can be modified by a high or low score in a relevant ability. Each proficiency on Table 45 lists one or two abilities (including subabilities) that are beneficial in the use of that skill. In cases where two abilities are listed, the player can choose which ability modifies the proficiency. The modifiers are listed on Table 44. For example, Blutor the fighter buys an animal handling proficiency, which has as its initial chance of success a 5. Blutor has a Wisdom/Willpower of 16, however, so this +3 increases his initial animal handling chance to a roll of 8 or less on a d20. As usual, a character must have the proper tools and other materials, and a suitable amount of time to get the job done. No successful proficiency check is going to allow a weaver to render a beautiful blanket out of raw wool in a single afternoon. The proficiency descriptions give details on the use of each skill, as guidelines for the DM.
Table 44: Ability Modifiers to Proficiency Scores
Table 45: Nonweapon Proficiency Groups GENERAL
PRIEST
ROGUE
WARRIOR
WIZARD
*Cost in character points
Effects of Traits Traits often benefit characters use of proficiencies, improving their chances for success. These improvements are explained in the trait descriptions, together with which proficiencies they modify. The role that traits play on proficiencies should be factored into the number needed for success and should be listed on the character sheet.
Table 46: Traits
Automatic Success Nearly all proficiencies include skills that will not require rolls for success. Many of these are functions of crafts and trades, and may have little use in the game beyond their economic functions. Given a shop, raw materials, and plenty of time, a potter can make a pot, a leather worker can make a tent, and a cobbler can make a pair of shoes or boots without rolling to see if the attempt is successful. As before, DMs are free to modify proficiency rolls for factors that will influence successfor good or for ill. If a task is unusually difficult, apply a penalty to the proficiency rating. Standard negative modifiers are 2 for a somewhat difficult task, 4 for a moderately difficult task, and 8 for something where success is a real long shot. As a general rule, a proficiency should not be modified to greater than 19, or less than 2; a roll of 20 is always a failure on a proficiency check. Conversely, a roll of 1 always should be successful. Remember, if automatic success is assured, no roll is necessary. Modifiers should be considered for some of the following factors: Time: If the task must be performed in a hurry, the difficulty is naturally increased. Some proficiency checks that might be automatic successes under most circumstances could require checks simply because they must be performed under a deadline. A cobbler always can make a pair of shoes, but if they need to be done in two hours, a proficiency check might be called for. Materials: Tasks performed in the field might require jury-rigging of equipment or materials, and these can influence successor require a check where the task might otherwise by automatic. Our cobbler will need to make a check if hes going to repair a mangled boot in the depths of a wilderness forest; the same repair in his shop would be an automatic success. Danger: Doing a task under a shower of arrows, or under the threat of imminent attack, adds a strong element of tension to the proficient character. A task might again be rendered more difficult than usual, or require a check instead of automatic success, when there is a serious hazard nearby. Uniqueness: If an unskilled character tries to perform a new task, a check might be required. If our cobbler is required to make a pair of silken slippers studded with rubies, for example, he might have to experiment a bit before he gets it right. A unique problem can also modify a task that would already require a check. An animal handler used to breaking and training horses might suffer a 4 penalty if asked to do the same with a pegasus. Intricacy: A task that is more involved than any the character has attempted before may require a check, perhaps with a penalty assigned. A character with the agriculture proficiency is normally able to plant and harvest cropsno proficiency check is necessary. However, if the character is placed in charge of a farming project where land must be cleared, irrigation arranged, pests controlled, and precise timing used on the harvest, an agriculture proficiency check probably will be required.
Proficiencies and Level Advancement Each time a character advances a level, he gains character points (the DM decides how many, see Chapter One) to use on weapon and nonweapon proficiencies or to hold for use during the game. A character can add only one new weapon or nonweapon proficiency per level advancement unless that character has a special class ability that allows otherwise. For example, Blutor has just reach 7th level and currently has 5 character points. He can spend these point on one weapon proficiency or one nonweapon proficiency, but not both. If he has points left after buying a proficiency, he can spend them to improve his other proficiencies or same them to use during the game.
Use of Proficiencies by Nonproficient Characters In general, characters will not be able to perform a task unless they have some level of proficiency in it. However, the DM can allow nonproficient adventurers to attempt proficiency tasks, under a few circumstances. In general, the tasks performed must be very simple, and the character will not be able to perform them very well. Tasks that nonproficient characters attempt would generally fall into the automatic success category if they were attempted by a proficient character. A nonproficient character must roll a successful check using the proficiencys initial success rating, modified by the characters relevant ability. If a trait is relevant to the use of the proficiency (see proficiency descriptions), a nonproficient character with that trait can claim this modifier when attempting a check. Several considerations might allow these types of checks: Life or Death: A non swimmer who falls in the water might be allowed to make a swimming proficiency check. Success means the character is able to stay afloat, perhaps moving slowly toward shore. Note that this would be an automatic success for any character with the swimming proficiency. If modifiers exist that would require a proficient character to check (the PC is encumbered, or the water is very rough) then the nonproficient character will certainly fail. All the Time in the World: A character who does not have the agriculture proficiency, but is willing to spend two weeks planting a small plot of land, should be allowed to make a proficiency check. Success means some kind of useful crop. Excellent Instruction: If the blacksmiths arm is broken, but he can sit next to the forge and describe to the novice every step of the procedure, the nonproficient character should be allowed a proficiency check to create a simple object such as a horseshoe or a nail. Anything that would require the blacksmith to make a proficiency check, however, would be beyond the skills of the nonproficient character.
Using Disadvantages Disadvantages work well to enhance the role-playing of a character, and as such they should be the players responsibility to remember and employ. A character with an irritating personality, for example, can be role-played in such a way that the DM never has to do anything to enforce the disadvantage. Good role-players will create their own trouble, so to speak. However, some aspects of disadvantages require DM input. Somewhere amid copious volumes of notes, the DM should keep a list of each characters disadvantages, making sure than none of them are overlooked. For example, if a character has a phobia of spiders, the DM can insure there will be a chance every once in awhile to encounter some big, hairy-legged arachnids. If a disadvantage falls to the players responsibility, and that player tends to ignore it, the DM should create a few situations where the disadvantage is impossible to overlook. For example, if the player does not role-play the characters irritating personality disadvantage, NPCs might suddenly become enraged at the character for imagined slightsinsults that the NPCs claim result from the PCs irritating personality.
Moderate/Severe Disadvantages A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up. For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.
Table 47: Disadvantages
Removing Disadvantages If the DM is agreeable, a player can remove a characters disadvantage by spending character points. Disadvantages rated as moderate can be eliminated, while severe disadvantages can be reduced to moderate at one level advancement for a character, and then removed at a subsequent advancement. The cost to remove a disadvantage is 1 character point more than the points gained when the disadvantage is first acquired. For example, the colorblind disadvantage gains 3 character points. Removing this disadvantage costs 4 points. A severe disadvantage is reduced to a moderate disadvantage for 1 more character point than the difference between the severe and moderate costs. For example, severe allergies award 8 character points, moderate allergies 3a difference of 5 points. Thus, the cost to reduce severe allergies to moderate is 6 character points.
Proficiency Descriptions The proficiencies are arranged alphabetically. Each description suggests tasks of varying difficulty that characters can accomplish with that skill, as well as an overview of materials and time required. Tasks that are automatically successful are suggested, but these are not complete lists. They are intended to give players and DMs an accurate idea about a skills area of expertise. The AD&D Players Handbook includes descriptions of many of these proficiencies. The Skills and Powers entries are designed to complement the Players Handbook, adding details and rules that have been modified by the character point system. Agriculture: This skill includes automatic success at planting, harvesting, storing crops, using an existing irrigation system, tending animals, and butchering. Tasks that require proficiency checks include designing or making an irrigation system, and weed and pest control. The animal empathy and climate sense traits each provide +2 bonuses to relevant agriculture proficiency checks. Ancient History: Characters with this proficiency are familiar with the legends, rulers, and writings of a specific historical period in the campaign world. They will recognize, without a proficiency check, items, scrolls, artwork, etc. of that period. They will know the main historical figures, such as kings and powerful villains, and the major circumstances of those individuals lives and deaths. With a successful proficiency check they will recall lesser figures, such as lords, knights, and heroes, and recall legendary tales, important sigils, and perhaps be able to decipher a small bit of text, symbols, or hieroglyphics. The obscure knowledge trait provides a +3 to this characters proficiency rating. Ancient Languages: Adventurers with this proficiency are familiar with at least one ancient languagei.e. they have the reading/writing proficiency with the chosen languages. If confronted with an example of a historically-related language, they can decipher about a paragraph of that tongue with a successful proficiency check. For each character point spent on this proficiency (after initially acquiring it) add one additional ancient language to the list of languages a character knows fluently. The precise memory trait provides a +2 to this proficiency rating. Animal Handling: This proficiency allows characters to automatically steer carts, plow horses, etc. With a successful proficiency check, they can soothe domesticated animals and beasts of burden which become agitated or frightened. The characters receive a +1 bonus to proficiency checks made with any of the animal-riding proficiencies, and they receive a +2 bonus to their proficiency rating if they have the animal empathy trait. Animal Lore: Adventurers with animal lore have a store of knowledge about animal behavior, and without any proficiency check will know the basic feeding and social habits (i.e. herding, nesting, etc.) of animals with which they have past experience. With a proficiency check, a character can determine whether an observed animal is intending to attack or to flee, or predict that animals will come along a trail at a certain time of day. This character gets a +2 bonus to checks made using the set snares proficiency. The character can imitate the calls of wild animals (except for very large creatures). A successful check means that the imitation is virtually perfect, and even fools animals of the same type. A failed check might fool other characters, but will not deceive the animals. Animal Training: When players choose this proficiency, they must declare what type of creature their characters will learn to train. Suggestions include dogs, falcons, parrots, horses, pigeons, elephants, and ferrets. More exotic animals can be chosen at the DMs option. Monsters with animal intelligence are another possibility, though they can be difficult to controlin effect, requiring more frequent proficiency checks. Training of an animal requires a rather lengthy period of timea matter of weeks, at least, for even the most basic tasks. A character who spends this amount of time will succeed at the training (no check necessary). Such tasks include dogs being trained to stay, come when summoned, and guard a specific location; pigeons returning to the roost; falcons hunting and killing game; and horses bearing saddles and obeying simple riding commands. More elaborate tasks also take time to teach, and these require proficiency checks: dogs patrolling a circuit, or retrieving specific objects; and horses performing the maneuvers of a knightly charger are examples. A character with the animal empathy trait gains a +1 bonus to this proficiency rating. Appraising: This skill allows the character to make generally accurate (+ or 10%) assessments of common objects, including items made of precious metals and gemstones. The character can also assess, to + or 25%, the value of objects of art, tapestries, furniture, weapons, etc.provided a variety of these items are present in the game world. These assessments require no proficiency checks, and the DM can roll (d20 or d100) to determine the accuracy of the appraisal. A character who passes a proficiency check will be able to identify a forgery of a valuable object, to make a very accurate assessment of the value of a common item (within 5%), or to make a general assessment of the worth of an uncommon item, including artifacts. The DM may wish to roll this check, and on a roll of 20 the character makes a wildly inaccurate assessment. Armorer: A character with this proficiency can make the types of armor typically available in the campaign world. The armorer requires the proper raw materials (plate metal, tough leather, etc.) and enough time to do the job properly. Time ranges from about two weeks for a shield to 20 weeks for a suit of plate mail armor. No proficiency check is required generally, though if the armorer tries to rush the job or work with less than adequate materials a proficiency check should be rolled to determine if the character is successful. The armorer can also make field repairs to armor that has been damaged through use. These repairs always require proficiency checks, and if the check fails the armor or shield is lost. Astrology: This character has a general understanding of the movement of celestial bodies, and the influence of that movement upon the beings of the campaign world. The astrologer can identify numerous constellations, and knows many of the legends behind their naming. The character can make limited predictions for the future, always in vague termswhether these are accurate is up to the DM. A character with this proficiency gains +2 on all checks made using the navigation proficiency, providing the stars can be seen. A character with the trait of empathy gains a +1 bonus to the astrology proficiency rating. Astronomy: A character proficient in this skill has a detailed knowledge of the relative movement of stars, moons, and planets. The character can predict with complete accuracy the arrival of eclipses, comets, and other cosmic phenomena (evening and morning stars, full moons, etc.) The astronomer can identify numerous stars and constellations, and gains a +3 bonus to all checks made using the navigation proficiency, providing that the stars can be seen. Blacksmithing: A character with the blacksmithing proficiency can handle a forge, bellows, hammer and tongs, to create tools and other objects out of iron. The character cannot make weapons or armor, but can makewithout a proficiency checksimple items such as horseshoes, nails, brackets and buckles. By making a successful proficiency check, the character can create intricate objects such as wire cages and locks. A blacksmith can make an iron hoop for a wheel that has been made by a carpenter; this combination of proficiencies is required for a strong wheel. Blind-fighting: This allows characters to ignore many of the problems inherent in fighting without being able to see. In total darkness, the character suffers 2 (not 4) to attack rolls, and suffers no penalties to AC versus melee attacks. In starlight or moonlight, the character suffers only a 1 penalty to attack rolls. When moving in darkness, the character is allowed to make a proficiency check at the beginning of a round; success means no movement penalties are assessed because of the darkness, while failure means the normal penalty applies. When in combat with an invisible creature, the character with blind-fighting proficiency suffers only a 2 to attack rolls, but gains no benefit toward discovering the creature. Boat Piloting: This proficiency is useful for negotiating challenging waters with a rowboat, canoe, or small dory. When shooting a rapids, trying to stay afloat in a storm, or trying to row upstream against a strong current, the character will succeed without a proficiency checkunless the water conditions are very extreme. In this case, the DM will require an appropriately modified roll; a successful roll means that the character negotiates the challenge and no further checks are necessary (until the next stretch of rapids, etc.). Failure does not necessarily mean that the boat sinks, but it gets swept away by the current, or turned about, or moderately swampedwith everything and everyone inside getting wet. If the rough water continues, the character must make additional proficiency checks (every 16 rounds). The characters proficiency rating suffers a 1 modifier for each failed check, indicating the difficulty of steering a boat that is slowly filling with water. The character also knows the basics of sailing, and can effectively maneuver a single-masted sailboat. As above, challenges will require proficiency checks, with failed checks leading to increasingly dire straits. Bowyer/Fletcher: This character can make bows and arrows (but not arrowheads) of the types available in the campaign world. Given appropriate materials, the character can successfully make a bow or 212 arrows in a day. (Note that finding the right branch for the bow, or the proper shafts and feathers for the arrows might take several days of searching!) Weaponsmiths are required to make good steel arrowheads. If none are available, the character can fire harden the wooden tips of his arrows, but these weapons suffer a 1 penalty on all damage rolls, and any arrow that misses its target is 50% likely to be broken. Brewing: This category includes the brewing of malt beverages, the making of wine, and the distilling of stronger drink. A character can perform all the basic functions of the brewers art without requiring a proficiency check. If the brewer chooses to make the check, failure means that a batch has been wasted, but success means that a particularly fine vintage has been created. Carpentry: This character knows the basics of working with wood and can createwith no check requiredsmall structures, fences, platforms, cabinets, carts and wagons. The carpenter can make wooden wheels, but a blacksmith must form the iron rim or the wheel will have a very short life expectancy. A carpenter might build a short footbridge, a wooden clock, or a dumbwaiter systemthese tasks will require a proficiency check. Larger projects such as major bridges, boats, or catapults, require the aid of a character with the engineering proficiency. Charioteering: A character with this skill can move a chariot at its normal speed, and effectively drive it over a smooth, wide road. The proficient character requires no check to drive or steer the chariot, including traveling across relatively flat, open countryside, charging into battle, and performing the turns, stops, and starts that might be required on the battlefield. By making a proficiency check, the character can guide the chariot through obstacles such as deep fords, steeply-climbing terrain, ditches, and rough or rocky ground. Also, with a successful check, the character can add 1/3 to a chariots movement rate for the duration of a charge or a march. However, failure of this check means that the chariot moves at its normal rate, but that the horses fatigue in half the normal time. Characters with the animal empathy trait gain a +1 bonus to their ratings with this proficiency. Note that certain obstacles are simply impassable to chariots, including walls, water too deep (or too muddy on the bottom) to ford, thick forests, and mountainous terrain. Cobbling: A character with this skill can makes shoes, boots, and sandals. No checks are normally required, but if the character attempts a field repair of damaged footwear, or tries to fashion shoes from wood or leather that has been scrounged up, a successful check is needed. Cooking: This character knows the basics of food preparation, and he can generally cook, bake, fry, and so forth without a proficiency check. Checks are required if the character attempts to prepare truly gourmet meals, or tries to make a palatable dinner out of unpalatable ingredientsgrubs, roots, and bark, for example. Cryptography: The character with this proficiency has some training and skill in deciphering hidden messages and codes. In its basic form, the character is allowed to make a proficiency check when confronted with a coded message. If successful, the DM can reveal a general overview of the secret missive. This proficiency is more fun when used as an aid to role-playing. Ideally, the use of the cryptography proficiency requires a great deal of involvement from the playerand a certain amount of puzzle design by the DMinstead of simply passing a check and demanding that a coded message be explained by the DM. Rather, a character with the cryptography proficiency should have the chance of recognizing a code concealed within a written or spoken message, or perhaps hidden by some other mediuman intricately woven tapestry or sculpted piece of heraldry, for example. The DM will usually roll this check secretly, announcing that the character observes something unusual. If the character notices the encoded sigil, the DM should describe it in considerable detailword for word, if it is a written message. The character can make an additional proficiency check during the course of the decoding; if successful, the DM can provide a significant cluea name, place, or date that is mentioned, for example. The bulk of the decoding should still be performed by the player. Dancing: The character knows and can perform the moves of many types of dances, including some that involve precise and detailed steps. All dances common to the characters society will be familiar. Rare, archaic, or unusual dances will be known with a proficiency check. Also, characters who have had a chance to observe an unknown dance can perform it (2 modifier, +1 for each time after the first that it is seen performed). Truly spectacular dancesthe kind that win characters campaign-wide acclaimcombine elements of dance proficiency with skills of tumbling, tightrope walking, and jumping. Deep Diving: A character with this proficiency can add 10 feet per round to his speed of descent when diving into the water, or from the surface. Thus, a character with the deep diving proficiency can descend 30 feet per round, plus modifiers for encumbrance, running start, and height. Likewise, a character with the deep diving proficiency can surface at a rate of 30 feet (not 20 feet) per round. This proficiency provides characters with the ability to hold their breath for 2/3 their Constitution scores in rounds, not the 1/3 allowed to most characters. Effects of exceeding the allotted time are the same, regardless of proficiency ratings. Disguise: Characters trained in this proficiency can conceal their appearance through makeup and costuming. If they seek simply to alter their appearance without concealing size, sex, or racefor example, to go out in a city without anyone discovering what they look likethey can succeed without a proficiency check. If the task is more difficultthe character in disguise meets and talks with an acquaintance, for examplea successful proficiency check is required. Characters who try to alter the appearance of their sex, race, or size, must make successful proficiency checks with a 2 penalty for each category. Characters who attempt to disguise themselves as specific persons must make proficiency checks when they encounter and speak with someone who knows the other individuals. All of these checks suffer an inherent 2 penalty. Note that the talent of impersonation (see traits) can improve a characters success with the disguise proficiency. Endurance: A character with this proficiency can perform continual strenuous physical activity for twice as long as a normal character before becoming exhausted. If the character is ever required to make a Strength/Stamina check or a Constitution/Fitness check, the character can add his endurance score to his success number. If the fatigue rules from the Players Option: Combat & Tactics book are in play, the endurance proficiency is treated differently (see Combat & Tactics, Chapter One). Engineering: This proficiency is required for the design and construction of objects and installations of all sizes. Note that carpentry, stonemasonry, blacksmithing, or other proficiencies also might be necessary for the actual building. Characters can design and supervise the building of houses, boats, small bridges, palisades, and towersof up to about 30 feet high without proficiency checks. Characters with this skill can try to design large bridges, fortresses, ships, war machines, locks and dams, and other more complicated projects. Plans for these types of objects generally require at least a weekmore if an exceptionally large project is being attempted. Complicated tasks require successful proficiency checks before a workable design can be made. If a check fails on a roll of less than 20, however, the engineer will be aware of the failure and can seek to create a new designgo back to the drawing board, so to speak. On a roll of 20, the design is flawed but the danger will not be discovered until after the object is built. Etiquette: Characters with this skill are familiar with the typical manners of formal interactionat least as they relate to the culture in the campaign world. They know what fanfares are required to greet royal visitors, how to seat the lords and ladies at a table, how to organize the reception line, and how everyone is to be addressed. None of these tasks require a proficiency check. When dealing with a foreign or completely unknown culture, the characters must pass proficiency checks to correctly gauge the required etiquette. The check should be modified+2 if the foreigners are the same race as the character, +1 or more if the character has had some time to observe the foreigners. Characters with the empathy trait gain a +2 bonus to their rating with this proficiency. Fire-building: A character with this proficiency can build a fire in 1d20 minutes, as long as there is dry wood and some small bits of tinder. Add another d20 minutes for each of these factors: the wood (or tinder) is wet, its raining or foggy, or the winds are strong. A proficiency check is required if conditions are bad and the character is forced to work without shelter. Fishing: A character with this proficiency knows how to catch fish with hook and line, net, and spear. If fish are present in a body of water, a successful proficiency check means the character has caught something. Typically, with a successful check, the fisherman he will catch 1d6 fish in an hour. This number can be doubled if many fish are present. It is reduced to one fish per hour if the character is seeking large quarrysuch as sturgeon, muskellunge, giant carp, or salt-water fish. Forgery: This proficiency indicates a skill at creating false documents, mimicking the handwriting of others, and detecting forgeries. No check is required if the character is simply trying to duplicate a style of writingthe issuing of an anonymous military decree, for example. Characters trying to duplicate the signatures of specific individuals must see those signatures; the DM rolls the proficiency checks secretly to see if the forgeries are successful. If a character writes a longer message in a specific hand, the DM rolls the check with a 2 modifier. The DM should also roll the check if a character seeks to determine if another document is a forgery. On a 20, the character makes the wrong assumption, whereas a failure with less than 20 means that the character is not sure of the truth or falsehood of the sample. Gaming: A character with this proficiency is familiar with all manner of gambling games. A successful proficiency check means the character will win a given game being played with NPCsalthough cumulative negative modifiers should be assigned for each NPC with the gaming proficiency. Subtract 1 for each proficient NPC, with 2 for those with higher than basic gaming expertise. The character might try to cheat, which confers a +3 to the gaming proficiency score and requires a check. If the proficiency check rolled is a 20, the character gets caught cheating, even if no NPCs have the gaming proficiency. Add one to this spread for each NPC with gaming proficiencyi.e., if two others have this skill, the cheater will be caught on a roll of 1820. Gem-cutting: A character with this proficiency each day can work 1d10 uncut stones into finished gems. The worker needs good light and an assortment of chisels, hammers, and hard cutting blades. The gem cutter can do decent work without a proficiency check; the stones cut will be valued in the typical range for that type of gem. However, if the cutter seeks to do a unique and very high-quality job, a proficiency check is called for. Failure means the stone is destroyed, but success results in a gem of double the usual value. Healing: Characters with this proficiency can perform first aid on fresh wounds and can supervise the recovery of themselves and others. If the characters tend a wound on the round immediately after it is inflicted, a successful proficiency check means that 1d3 points of damage have been restored (to a maximum of the damage inflicted the previous round). If they tend a wound within one hour of its infliction, they can heal 1 point with a successful check. No character can benefit from this proficiency more than once a day. This proficiency can also help with long-term healing and resisting poison and disease; these procedures are detailed in the Players Handbook. Heraldry: These characters are familiar with the heraldic symbols of their own lands, and those of neighboring lands. The characters can make proficiency checks when confronted with unusual or rare symbols; success means that they can identify the symbols. A character with the obscure knowledge trait gains a +2 bonus to the use of this proficiency.Herbalism: This skill indicates that a character is familiar with the uses of natural plant products for good and ill. If a character spends a day searching the woods, and makes a successful proficiency check, enough herbs, fungi, roots, leaves, pollen, and pulp has been gleaned for 2d6 doses. The most common use of these herbs is as an aid to healing; one dose of herbs can be used in conjunction with the healing proficiency (by the herbalist or another healer). This dose adds +1 point to the wounds cured by a successful healing proficiency check. Even if the healing check fails, the herbs still restore the 1 hit point. With no healing proficiency, the herbs can still be used, but the herbalist needs to roll a successful check to restore the 1 hit point. The herbs also can be used to create a poison, either ingested or injected. A single use of poison requires two doses of herbs. The lethality or other effects of the poison (paralysis, unconsciousness, delusions, etc.) must be worked out with the DM. Hunting: The hunting proficiency allows a character to find game and get reasonably close to it. The actual kill is handled using rolls to hit and for damage. Hunting is a proficiency that always requires a successful proficiency check when it is used. If the check is successful, the hunter will reach a position within 1d100 + 100 yards of the quarry. Generally it will take about 212 daylight hours to reach this position, though an abundance or scarcity of game can decrease or increase this time at the DMs option. Night hunting might be possible for characters with infravision. The hunter also possesses a basic skill at removing skin from an animal, and butchering the carcass into usable meat. These tasks require no checks. Juggling: A character with this proficiency can juggle up to three small objects without a proficiency check. Additional objects can be added, but a check is required; use a 1 modifier for each item beyond the fourth. Checks are also required for spectacular feats, such as juggling lighted torches or whirling scimitars, with failure meaning that 1d4 items are dropped. The potential for damage or disaster is left to the DM. This skill is primarily useful for entertainment or diversions, though characters with the juggling proficiency have a chance to catch small objectssuch as darts or daggersthat are thrown at them. They must be facing the source of the attack to make such an attempt, and they must make a proficiency check with a 2 modifier. Failure means they are automatically hit by the thrown objects. Jumping: This skill means that a character has unusual abilities to jump across distances, leap incredible heights, and vault with a pole. A human or elven character with the jumping proficiency can perform a running broad jump of 20 feet without a proficiency check; a jump of more than 20 feet requires a check, with a 1 modifier for each foot above 20. The jumper can do a standing broad jump of 8 feet without a check; longer jumps require proficiency checks with the same penalties. The character can high jump 4 feet without a check, higher obstacles require a check, with a 1 modifier for every 6" of additional height. If jumping from a standing start, the beginning height is 3 feet, not 4 feet. Dwarves, gnomes, and halflings are more limited in their jumping ability. For these characters, the basic distances in each category are reduced to 75% of the listed amounte.g. 15 feet instead of 20 for the broad jump. A vaulting pole must be at least as tall as the character using it, but no more than twice as tall. The character can vault over obstacles up to the height of the pole. If the obstacles are within 2 feet of the poles length, however, the character must make a proficiency check. The vaulter can also jump across a space no more than 11_2 the width of the poles length. If the gap is greater than the length of the pole, a proficiency check is required. Leather working: The character with this skill can skin animals, tan leather, and work that leather into clothing, armor, backpacks and saddlebags, harnesses, etc. These tasks are automatic successes, but the leather worker will have to make a proficiency check when attempting unusual jobsmaking a leather patch for a boat hull, for example, or making a usable tent of scraps of hide. Local History: The character knows all about the background of a specific area in the campaign world and can use this knowledge to entertain and enlighten others, gaining a +2 bonus to the reaction rolls of NPCs from that area. If a specific question comes upthe identity of a knights banner seen in the distance, for examplethe character can make a proficiency check, with success indicating the correct tidbit of information. A character with the obscure knowledge trait gains a +3 bonus to the proficiency rating. Mining: A character with the mining proficiency can select the site of a mine and supervise its excavation and operation. Mining proficiency checks are best made for a player by the DM, since the character will not learn for some time whether his suppositions about a potential mine were accurate. The Players Handbook contains a more detailed description of how to role-play a miners proficiency use. Modern Languages: The character has learned one or more languages, other than his native tongue, that are contemporary to the campaign world. For each additional character point spent on modern Languages, the character can speak one additional language. Mountaineering: A character with this proficiency is skilled in the use of hammer and pitons (spikes) to secure a route up a mountainside. He also knows how to use the rope and brackets that can link a party of climbers. A proficient character can make a route across a steep section of rocks, and by the use of ropes allow other, non-proficient characters to follow. No proficiency check is required unless the DM declares that a route is very periloussteeply pitched, with few hand- and foot-holds, and those that exist are tiny or loose. If a character connected to the mountaineer by rope falls, the mountaineering character can make a proficiency check; success means that the others fall has been arrested. Failure means that the other character continues to fall, and failure by a roll of 20 means that the mountaineer is pulled down, too. Characters with the mountaineering proficiency can add their proficiency rating to their percentage chance of climbing any surface; this includes thieves using the climb walls special ability. Musical Instrument: The character can play a specific type of musical instrument, adding an extra instrument for every character point expended on this proficiency after its initial purchase. The skill enables the character to play the instrument very well, though a proficiency check might be required when attempting a very difficult piece. A character with the music/instrumental trait knows how to play two instruments immediately (when this proficiency is selected). For each character point spent, two (not one) additional instruments can be learned. Navigation: Characters with the navigation proficiency know how to fix their locations on the seas and oceans of the campaign world by observing celestial clues. Characters with a sextant (not necessarily available in all campaigns) and a compass, and who can see the stars or observe a sunrise or sunset, will know where they areno proficiency check is necessary. Such a skilled character can navigate across entire oceans without becoming lost, though bad weather can obscure the celestial clues and blow a vessel far off course. If a character does not have the proper tools, or is forced to work with only a general idea of direction (fog obscures the sunset, for example), the DM should secretly make the proficiency check. Success means the character is reasonably accurate in plotting the days course. Failure means an off-course error that varies by the extent of the failurea roll of 20 has the character going practically the exact opposite direction! Orienteering: This is the ability to keep ones bearings on roadless, trackless land. Proficient characters will not get lost as long as they can either see the sky or have the use of a compass. This means that they can maintain track of a given direction, keeping themselves and their companions traveling in a straight line. Characters who possess a map and can track their direction of travel can arrive at specific pointstowns, ferry crossings, bridges, monuments, wells, springs, etc.without proficiency checks. If the map is slightly erroneous, or lacking in crucial details, the characters will have to make successful proficiency checks to accurately arrive at a specific point. This check can be modified for increased difficulty based on poor weather or major problems with the map. Painting: A character with this proficiency is skilled at rendering images with oil, brush, and canvas. The artist can create reasonable portrayals of people, landscapes, and monsters, and he possesses a knowledge of perspective, shading, and composition. If this proficiency is coupled with the artistic talent trait, the character receives +2 to his base painting score and can create stunningly realistic works, capable of stirring profound reactions in observersand perhaps worth gold to wealthy NPCs. Pottery: The character can create ceramic vesselsjars, bottles, plates, bowls, etc.of whatever type are in use in the campaign world. A serviceable piece of crockery can be made without a proficiency check. If the character attempts to make a fine-quality piece, it will take about three days for an average-sized objectand a successful proficiency check. Failure means the object is useless; success indicates the degree of excellence, with a roll of 1 indicating that the character has created a work of unique value. A character with the artistic talent trait gains a +2 to the pottery proficiency rating. Masterpieces of pottery are sculpted by these talented characters. Reading/Writing: The character is literate in a language that is contemporary to the campaign world, provided that the character can speak it (see the modern languages proficiency), For each additional character point spent on reading/writing, the character is literate in one additional language. Reading Lips: Characters possessing this proficiency have a chance to understand the speech of those they can see but not hear. The speaker must be clearly visible, less than 30 feet away, and well-illuminatedcharacters cannot lip-read with infravision. If the speaker is addressing the lip reader and intends to be understood, no proficiency check is necessary. If lip readers attempt to "overhear" speech not directed to them, proficiency checks are required. Success means the gist of the words come through. The trait of empathy adds +2 to checks using this skill. Religion: A character with this proficiency is familiar with the basic tenets of the major and minor faiths practiced in the campaign world. Observing an act of religious significancea blessing of warriors before battle, for examplemeans the character understands the importance of the ritual without a proficiency check. Checks are required to understand the activities of unique or foreign religions. Additional character points spent on this proficiency can expand a characters knowledge to include other religions, or can increase the level of detailed knowledge about the faiths already studied. Riding, Airborne and Riding, Land: The riding proficiencies are well-detailed in the Players Handbook. Characters using the Skills and Powers rules can add +2 to their proficiency score in either category of riding if they possess the trait of animal empathy, and +1 if they have the additional proficiency in animal training. These modifiers are cumulative. Rope Use: A character with this proficiency can tie knots of all kinds without a proficiency check. The character adds +2 to all mountaineering proficiency checks that involve rope and also gains +10% to climbing chancesif the climb involves a rope. If the character is tied up with ropes, or seeks to untie a permanent knot, a proficiency check is required. Success means that the bonds or knots come undone in 2d6 minutes. Running: Characters can add 1_3 their normal top speed to their movement rates for up to 1 turn. After this, they must spend a turn resting, or 6 turns engaged in normal activity before they can sprint again. Also, characters can jog steadily, moving at twice their normal movement rates over the course of a day. Eight hours of rest is mandatory after such a stint. Following rest, the characters can make proficiency checks. Success means they can run normally during the upcoming day; failure indicates they cannot use the running ability that day. Sculpting: The character with this proficiency can render realistic objects out of stone and clay. A high level of sculpting proficiency, coupled with the artistic talent trait, means the character can create statues, statuettes, busts, and other objects of rare and valuable beauty. Seamanship: These characters are trained to help operate galleys and sailing ships. They can row, hang rigging, steer a helm, patch canvas, and repair hulls (with tar or pitch). This proficiency does not allow characters to navigate. The captain of a vessel, who presumably possesses this skill at a high level, must make proficiency checks to avoid certain hazards of the sea. Such a seaman might take the ship into a reef-lined bay with no difficulty if a local pilot is there to act as a guide. But if the captain has to pick a path through coastal breakers, a failed check might mean a bump on the bottom of the hull, or that the ship has run aground. Bad weather and treacherous currents can penalize these proficiency checks, while fair breezes and superb visibility should convey positive modifiers. Set Snares: A character with this skill can place small traps and snares along a game traila useful aid to gaining food in a non-civilized setting. Given proper materialssupple branches, bowstring or heavy threadthe character can make two snares in an hour without a proficiency check. The character can check the snares after eight hours, rolling a proficiency check for each. These checks can be modified by +2 if the character has the animal lore proficiency, and an additional +2 for the animal empathy trait. Success means that a small animal, such as a rabbit or partridge, has been snared. The checks can be modified up or down by the DM, to reflect the population of animals in the area. The character can create a larger snare, such as a pit trap, by making a proficiency check. An 8' deep, 6' square pit requires at least eight hours to make if the ground is soft and a decent shovel is available. Rocky ground, larger pits, and makeshift equipment can increase this time dramatically. Whether anything falls into the large pit is a matter of the DMs interpretation and generosity. Singing: The character knows and can perform the many types of songs, including some that involve complex or difficult notes. All songs common to the characters society will be familiar. Rare, archaic, or unusual songs will be known with a proficiency check. Also, characters who have had a chance to hear an unknown song can perform it (2 modifier, +1 for each time after the first that it is heard). The character can compose his own songs, including choral works, with a successful proficiency check. If the character also has the Music/Singing Talent, the character can add +2 to his base score. Spellcraft: A character with this proficiency gains no actual spell use abilities, but does possess significant knowledge about spellcasting. Observing or overhearing a spell being cast, or a getting a good look at the spell components, lets the character make a proficiency check. Success means the enchantment is recognized. Modify the check by +2 if the character can both see and hear, and add another +2 if the spell components are spotted. Wizards using this proficiency gain +2 to checks made if the spell being studied is one from their own specialty or school. Characters with this proficiency can also make checks to determine if an item is enchanted. Stonemasonry: A character with this skill knows how to excavate stone from quarries, cut that stone into blocks, make bricks, mix mortar, lay stone or brick, and carve simple designs and symbols into stone. The mason can lay cobblestones or bricks for roads and courtyards, and the work can include small arches and cantilevered platforms. None of these tasks require proficiency checks. The characters tools include hammers, chisels, trowels, block and tackle, plumb lines, shovels, and wedges. If fully equipped, a typical mason can build a wall, 10' long, 5' high and 1' thick, in one dayif the stone is already cut. The character can erect walls, buildings, pillars, stone abutments for bridges, etc. The character can step up the work by making a proficiency check. Also, if the stonemason doesnt have the benefit of the engineering proficiency, checks must be made for wall sections higher than 10', and for structures involving arches or elaborate corners. A dwarven character receives a +2 bonus when taking this proficiency. Survival: A character with this proficiency has a basic knowledge of the dangers and challenges in certain wilderness terrain: arctic, woodland, desert, plains, or tropical. Mountains are not usually a separate terrain typea mountain range may be tropical, wooded, snow-covered, etc. Survival skill means the character has a good chance of finding food or water in that environmentif there is any to be found. The character can roll a proficiency check once a day for each category. Success means food, water, or shelter is found. Typically it will take 1d6 hours to find water, and 2d6 turns to forage enough food for one person. A character with this skill also understands the perils inherent in sudden storms and dangerous topical featuresavalanches, quicksand, sandstorms, and landslides, for example. The DM might allow a player to roll a proficiency check when one of these dangers appears on the horizonsuccess means the character has noticed the menace. Swimming: This useful proficiency allows characters to swim according to the AD&D game rules for water movement (see the Players Handbook for more information). Characters without this proficiency are considered untrained swimmers, and they can do little more than hold their breath and float. Proficient characters can perform most swimming tasks without any checks. For each character point added to this proficiency after its initial purchase, swimmers can add 1 to their movement rates in water. Tailoring: A character with this proficiency can sew garments out of all types of clothwool, cotton, silk, and well-tanned leather being the most common in the typical campaign world. The character can use needle and thread. The amount of time required for a job naturally varies by its complexity, but proficiency checks are only required if the tailor is attempting to make something truly unique and spectaculara coronation gown for the queen, perhaps. The tailor can also make field repairs on clothing that has been damaged by the vagaries of adventuring. These repairs typically require proficiency checks, with failure indicating that the patch will hold for only a very short time. A halfling character gains a +1 to this proficiency rating. Throwing: Characters with this proficiency add 10' to each range category of thrown weapons, and increases the damage or the attack roll by +1 each time they throw a weapon. The player can elect to improve either the damage or attack roll, but the choice must be announced before the attack is made. For each character point spent on this proficiency (after its initial purchase) a character adds another 5' to thrown weapon ranges. For every 4 additional character points spent, another +1 on the damage or attack rolls is gainedthis can be used as a +2 on one or the other, or split as a +1 to attack and +1 to damage. Tightrope Walking: The character with this proficiency can balance on ropes, wires, slender beams, and other narrow, perilous surfaces. A typical movement rate is 60 feet a round, though an upward angle will slow this. Ascents and descents of 45 degrees or more are not possible. The character does not require a proficiency check if the surface is at least 4" wide. Narrower surfaces require checks, with failure indicating a fall. If walking on a flat surface more than an inch wide, the character receives a +3 modifier to the check. A balance pole adds another +2 modifier, though high winds or a moving surface can contribute significant negatives. If the character makes an attack or suffers damage while balanced on a rope, a proficiency check is required. Failure signals a fall. Subtract the number of points of damage the character suffered from the proficiency rating when this check is made. Attacks made while on the rope suffer 5 penalties on attack rolls. Also, a character walking on a tightrope has limited maneuverability and therefore does not gain an AC bonus for Dexterity. Tracking: The detailed tracking procedure described in the Players Handbook is modified as follows for the Skills and Powers rules: No characters suffer the integral 6 penalty to their ability scores; this difference is reflected in the proficiency rating itself. Rangers gain a +5 bonus to their tracking rating. Characters with the animal empathy trait gain +2 to their proficiency score when tracking non-domesticated animals. Characters with the animal lore proficiency gain +2 to their proficiency rating when tracking animalseither wild or domesticated. Tumbling: Characters with this proficiency can roll, somersault, stand on their hands, flip forward and backward, and otherwise perform feats of acrobatics. They can only perform tumbling feats if unencumbered or lightly encumbered. Tumbling characters can improve their AC by 4 on a given round if: they avoiding attacks directed against them, win initiative, and elect not to attack that round. A tumbling character can move up to 20 feet, or remain in one place, during the course of this evasion. In unarmed combat a character with tumbling ability improves attack rolls by +2. The character can attempt to dodge through obstacles or escape through narrow apertures, but successful proficiency checks are required. If the character topples from a height of 60 feet or less, a successful proficiency check results in suffering only half damage from the fall. Ventriloquism: Characters using this skill can make others believe that sounds and voices are coming from somewhere else. Such a character must pass a proficiency check to deceive an audience. This roll might be modified by some of these factors: the intelligence of the listeners (+/3); the distance from the ventriloquist to the apparent source of the sound (not more than 20 feet); the believability of the ventriloquists words and sounds; whether the audience can observe the proficient character; and the length of the ventriloquism display. Weaponsmithing: This proficiency allows a character to create metal weapons. The Players Handbook gives the time and material cost requirements for various types of weapons. A character who seeks to create a truly exceptional weapon, can make a proficiency check after the item is completed. If the check fails, the weapon is useless, melted down for its bare metal; if the check succeeds, the character has created a weapon that is worth 50% more than the typical example. These are the kinds of weapons selected by wizards for enchantment. Dwarves get a +1 bonus to their rating with this proficiency. Weather Knowledge: A character with this proficiency has a knowledge of winds, humidity, clouds, and seasons and can accurately predict the immediate weather simply by looking at the sky. With a proficiency check the character can predict what will happen during the next 12 hours. Modify the check up to +/6, with a 0 modifier to predictions for the weather six hours ahead. Weaving: A character with this skill can weave yarn into cloth, and he can create tapestries, cloaks, and other large swaths from thread. The character can spin wool into yarn with a spinning wheel, and he needs a loom to artfully weave that yarn. A character with the artistic talent trait can use this skill to create exceptionally beautiful cloth. Halflings get a +1 bonus to their rating with this proficiency.
Allure: This trait allows a character to attract romantic attention from NPCs, at the players option. The character can conceal the trait any time, but when it is in effect it can modify the reaction rolls of NPCs who might be affectedperhaps by as much as +3. The trait is only effective if there is a reasonable chance of the PC drawing romantic attention from the NPCat the very least the NPC must be of the opposite sex and of at least young adult age. A character with the allure trait can receive one henchman above the normal maximumif at least one of the henchmen has a romantic interest, however unrequited and hopeless, with the player character. Elves can purchase this trait for 1 less character point than the listed amount. Alertness: These characters are blessed with a combination of peripheral vision, good hearing, and mental stamina that makes them very resistant to surprise. Such characters receive a +1 bonus when the DM determines if the alert characters and their party must roll for surprise. Ambidexterity: This character is equally skilled with the use of either hand. This trait carries over into training, so that the PC can use weapons, bear a shield, and perform acts of strength equally well with the right or left hand. The character is good at the two weapon fighting style, suffering no penalty for the first hand, and only a 2 penalty for off-hand use. Animal Empathy: The character possesses an inherent ability to relate to animals. The character will generally receive a positive reaction from domesticated animals, and can soothe the fears of captive wild animals with remarkable consistency. For example, with a successful Wisdom/Willpower check, the character can encourage a domesticated animal to approach, or silence a barking watchdog. The character, as a rule, cannot persuade wild animals to lose their fear of humans. Also, the trait is useless if the character attempts to deceive an animal into approaching for the cause of harming iti.e. the cow wont be persuaded to walk over to the fence so that the character can butcher it. Artistic Ability: The character has talent with the use of brushes and paint, charcoal sketching, and the sculptors knife. Even without any related proficiency the character can render realistic maps and mold simple objects from clay. When this trait is coupled with training, the character can create works of real artistic merit. Whether these have worth in monetary terms or as relating to the characters status in the campaign world are circumstances that must be adjudicated by the DM. As a general rule, the characters work as a potter, tailor, weaver, painter, blacksmith, leather worker, or sculptor will fetch 150% more than the typical cost for such products. Climate Sense: This trait provides a character with an innate sense of impending (within one hour) changes in the weather. The DM might require a Wisdom/Intuition check before the character can make the determination. Other circumstances may be obvious enough that the character will know with certainty that the temperature will fall drastically, or that a tremendous rainstorm is about to begin. Double-jointed: The character has a unique ability to wriggle out of ropes, manacles, brackets, chains, and other bonds. The bound character can make a Dexterity/Agility check when attempting to twist free of the bonds. Such an escape requires 1d6 rounds for each limb that is bound. If the character is secured by metal brackets or chains, the check is made at 1_2 (rounded up) of the Agility score. Halflings add a +1 bonus to their modified Agility score when using this proficiency. Empathy: The character with this trait has an innate ability to sense the motivations, emotions, and possibly the intentions, of others. If the character can observe a group of NPCs for 1d6 rounds, the DM can allow a Wisdom/Intuition Check. Success means that the character has understood something significant about the discussion or plans of those NPCs. The empathetic character does not have to speak the language of the NPCs (though the DM can allow a +2 modifier if the tongue is known). If the NPCs are of a very different race (such as monsters), the check can be modified to 1_2 the characters Wisdom/Intuition score. However, the DM can also add positive or negative modifiers if the character has an extra long or short time to observe, or watches from an especially advantageous or disadvantageous position. Fast Healer: This highly useful trait allows a character to recover 1 hit point of damage within 212 turns of receiving a wound. Also, the character naturally heals at a rate of 2 hit points, not 1, per day. Glibness: The character has the knack of dissuading the suspicions of NPCs. The PC must speak the same language as those he is trying to impress, and players are encouraged to role-play the glibness attempt. Situations where this might arise include characters trying to talk their way past the guards at a city gate, turning aside the hostility of a bullying thug, or disarming the suspicions of a merchant who suspects the PCs of thievery. Characters can make Wisdom/Intuition checks to see if their glibness is successful. Of course, if the guards are looking for a smuggler that fits one of the characters descriptions, or the bully really wants to beat up, say, a blond elven rogue, or the merchant saw the fellow steal a bracelet, no glibness attempt is possible. Halflings can purchase this trait for 1 less character point than the listed amount. Impersonation: This trait represents the acting talent in the modern worldthe character has a natural ability to fall into a role, and to project that role believably to others. A character with the impersonation trait gains a +2 bonus to all rolls made using the disguise proficiency. Additionally, the character can assume a disguise immediatelyi.e., without benefit of costume or makeup. Such an impromptu disguise cannot alter the character to assume a specific identity, nor can it alter the appearance of his race or, except under unusual circumstances, sex. Inherent Immunity/Poison: This trait enhances the characters natural resistance to poisonsinhaled, ingested, and injected. The character receives a +1 bonus to all saving throws versus any kind of toxin. Additionally, the damage done by virulent poisons is reduced by 1 point per die (to a minimum of 1), and the duration of paralytic and other temporary poisons is reduced by 1 round (or turn) per die rolled. Dwarves can purchase this trait for 1 less character point than the listed amount. Inherent Immunity/Disease: The character with this trait has a strong resistance to diseases of all types. When a saving throw is allowed against a possible infection, the character gains a +3 bonus. If there is an infection, the duration of the disease is reducedby one day, week, etc.,for each die rolled to determine this time period. This immunity does not apply to magical enchantments and curses, such as lycanthropy. Inherent Immunity/Cold: This character is able to remain comfortable in temperatures that most find chilling, and he can sometimes avoid the worst effects of cold-based attacks such as white dragon breath. In game terms, the character gains a +2 bonus to saving throws against cold attacks (but only physical cold; not, for example, against the chilling touch of a wight). Additionally, the character can reduce his level of encumbrance caused by winter garments. In those cases where the DM might require some penalty for a party that must bundle up in furs, parkas, mittens, and boots, the character with this trait can dress one level of encumbrance lighter and still avoid the effects of the weather. Inherent Immunity/Heat: Like the immunity to cold, this trait confers an advantage on the character in certain types of climates, and improves saving throw chances against fire- and heat-based attack forms. The saving throw bonus is a +1, and applies to saving throws against such magical infernos as red dragon breath and against the effects of lava or normal fire. The DM can determine the benefits conferred by this trait against environmental heat, such as deserts and tropical weather. In general, under these types of conditions, a character with this type of immunity can travel twice as far as his companions without suffering fatigue. Internal Compass: Characters with this trait have a general idea of where they are, and in which direction they are facing when out of doors. In the wilderness, this means that their chance of becoming lost is reduced by 5%. When using the navigation proficiency, characters with this trait receive a +1 bonus to their proficiency score. Keen Eyesight: These characters have "eagle eyes." That is, they can perceive details at about twice the range of characters with normal vision. Keen eyesight does not improve a characters ability to see in the dark, nor does it convey unique peripheral vision. However, if a group of companions make out a party in the distance, the keen-eyed character might be able to tell the whether the party consists of humans or goblins. When the others can discern the race of the distant party, this character can tell how theyre armed and how theyre dressed. A character with the keen eyesight trait receives a +1 bonus on all rolls to hit with a missile weapon at long range. Elves can purchase this trait for 1 less character point than the listed amount. Keen Hearing: This trait means that the character possesses excellent aural acuityable to hear the proverbial pin drop. In cases where hearing can be a factor in avoiding surprise, this character receives a +1 bonus. This applies whenever the PC approaches an ambush, unless background noise (a waterfall, bustling marketplace, windstorm, etc.) could be expected to drown out the inadvertent sounds of the ambushers. If the character is a thief, this trait adds +10% to every attempt to detect noise. Halflings can purchase this trait for 1 less character point than the listed amount. Keen Olfactory Sense: This valuable trait elevates the characters sense of smell to an uncanny level. In any case where the character might detect an approaching encounter by smelling the other party, this character gets a +1 bonus on chances of being surprised. In addition, this trait gives the character a +2 bonus when using the hunting proficiency. At the DMs discretion, the character can make a Wisdom/Intuition check to determine whether food or drink has been poisoned or otherwise tainted. Keen Taste Sense: This trait allows characters to detect foreign substances and unnatural alterations in anything they taste. Characters can make Wisdom/Intuition checks with a +3 modifier. Success means they realize some sort of alteration has been done to the food or drink. Halflings can purchase this trait for 1 less character point than the listed amount. Keen Touch Sense: A character with this trait has unusually sensitive tactile senses, able to feel the difference between a silver and gold piece, for example. If the character with this trait is a thief, this inherent advantage gives a +5% bonus to pick pockets and open locks attempts. Gnomes can purchase this trait for 1 less character point than the listed amount. Light Sleeper: This character will awaken at the slightest disturbancea significant advantage to a small party on the trail where companions would quickly fatigue from alternating watch duty through the night. The character will awaken if he hears any unusual noise, such as the unmuffled footsteps of someone approaching the camp. This includes the approach of anyone wearing metal armor, or creatures carrying weapons or conversing. If the sleeping character is approached by someone who is working very hard at being stealthy, the DM can allow the light sleepers to make Wisdom/Intuition checks; success means they become aware of the intruder, while failure means they continue to sleep. This latter category includes NPCs in leather armor, and monsters with natural stealth and which are not encumbered by weapons and armor. If a light sleeper is approached by a thief who is successful at a move silently attempt, then the sleeping character is not allowed the Intuition check, since there is no sound to alert the sleeper. Lucky: The luck that seems to bless this character is not a matter of improving the odds of various die rolls, nor of gaining increased benefits to other game situations. Rather, it is that this character seems to have a knack for being in the right place at the right time. The DM may require a Wisdom/Intuition check to determine if the character will be lucky. If the party is searching for a way to cross a deep, placid riverand the lucky character can make an Intuition check, the party will stumble upon a boat hidden in the reeds by the shore. Music/Singing: This trait provides the character with a finely-pitched, well-modulated voicethe kind of singing voice that everyone likes to hear. If this talent is combined with the singing proficiency, the character can impress nobles and commoners alike with musical performances, perhaps becoming a bard or minstrel of some repute. This talent also adds +2 bonus to the characters singing proficiency score. Music/Instrument: The character with this trait has the manual dexterity and musical sensibility to skillfully operate an instrument such as a harp, flute, lyre, drum, etc. While the trait does not convey the knowledge of how to play any instrumentthat must come from a proficiencythis inherent talent assures that the character may quite possibly rise to a significant level of fame for his musical performances. The character can more readily learn to play musical instruments as note in the musical instrument proficiency description. Obscure Knowledge: The character with this trait is the fantasy version of the trivia buff. The character has a mind that grasps, permanently, little bits of information from here and thereitems that, at first blush, might not have any useful application. The typical procedure for the character using this trait would require an Intelligence/Learning check. If the check is successful, the character has stored away some trivial bit of information about a topic at hand. The use of this trait is up to the DM, though the player can make requests when an opportunity arises. For example, as the character approaches Castle Dunleven, the player might ask the DM if his character remembers anything about the castle or its occupants. If the Intelligence/Learning check is successful, the DM can inform the character that Lord Dunleven is an elderly widower, who has a beautiful daughter whom he jealously guards against any potential suitors. Or, just as likely, the character might remember that Dunleven is known for its fine wines or cheeses, and that the vintage of five years back is particularly prized. Gnomes can purchase this Trait for 1 character point less than the listed amount. Precise Memory: This trait indicates a character who has a "photographic memory." For example, once seeing a piece of heraldry, the character will remember what house or noble that symbol represents. If this character looks at a map, and has the time to study it in detail, he can be expected to remember that map with a great deal of accuracy. In most circumstances this memory is fairly automatic. But in cases of intricate detail, or if a long time lapses since the character first observed something, the DM can require an Intelligence/Learning check before providing the player with the information. This trait refers primarily to the recollection of things that the character has seen written down or rendered in artwork. If the character has the reading/writing proficiency, it applies also to things that he has read.
Allergies: This disadvantage is typically a hay fever problem, where the character is subject to sneezing outdoors. The actual campaign environment makes a great deal of differencein winter settings, this isnt much of a problem, for example. The DM should be careful to create some settings where the characters allergies are in fact a disadvantage. The game effects of allergies can come up in several ways. A Wisdom/Willpower check can be called upon to stifle a sneeze when the characters party is setting up an ambush along a forest trail. If the character suffers from severe allergies, his Strength/Stamina score and Constitution/Health scores must be reduced by 16 points when the pollen count is high. Other allergies can be created. A character who is allergic to mold, for example, might suffer these same effects when in a damp, underground location. As well, he might suffer double damage from mold-based attacks. An allergy to bee stings or to certain types of food or animals are less likely to affect the game, but the DM could offer to negotiate a lower character point bonus for the character who has a lesser allergy as a disadvantage. Bad Tempered: This character has difficulties with the niceties of social interaction, and is quick to take insult at any number of slightsreal or imagined. The DM should require the player to make Wisdom/Willpower checks when the character is given some cause to be insulted. If the check fails, the character is likely to shoot off his mouth in a rude fashion. (Usually, the bad temper will not cause the character to attack others, and certainly not with weapons). However, it is not inconceivable that the characters remarks will insult the NPC to the point where combat results. More often, however, the characters bad temper will cause a non-violent situationnegotiations with a merchant are broken off, a nobleman who was thinking of hiring the PCs changes his mind, or a guardsman denies the party entrance to a city or castle. Dwarves receive 1 extra character point when they choose this disadvantage. Bruise Easily: This disadvantage can be a real drawback for a character who spends a lot of time in harms way. Every time the character suffers damage from a blunt weapon, or a mishap such as a fall, he suffers 1 extra point of damage for each die of damage rolled. This damage is not as long-lasting as normal damage, recovering at a rate of 1 hit point per turn after the fight. However, if a characters hit points are reduced to zero, and some of the points of damage are bruise damage, he is rendered unconscious but not deadmuch like the damage inflicted by punching. Clumsy: The character with this disadvantage has the unfortunate habit of dropping things, tripping, or knocking things over at inopportune times. The DM will occasionally require the character to make a Dexterity check. Failure means the character loses his grip, stumbles, or trips. The check can be required as often as the DM desires, though as a general rule two or three times a gaming session probably will be adequate. Colorblind: This relatively innocuous disadvantage means that the character cannot distinguish colors. For game purposes, he sees things in black, white, and shades of gray. Compulsive Honesty: The character with this disadvantage cannot tell a lie and cannot behave in a deceitful fashion. He tends to be blunt rather than tactful, even if this means insulting someone who he and his companions are trying to impress. The character could participate in a deceptionbut only if it is a matter of life and death. Even then, the character must make a Wisdom/Willpower check every time he is called upon to speak a falsehood or to act out a role in front of witnesses. Failure of the role means that the character shrugs and comes clean"Youre right, my lord. Im not here in the marketplace to shop for rugs, but to steal the plans for the castles defenses." Cowardice: This is a hefty disadvantage for an adventuring character. The character might want to be brave and to fight heroically, but an inner voice of caution constantly suggests the merits of flight or concealment. Halflings receive 1 extra character point when they choose this disadvantage. When a violent encounter begins, the character must pass a Wisdom/Willpower check to overcome his cowardice. The roll is 1/2 the characters Wisdom/Willpower if this is a severe disadvantage. If the check is successful, the character can behave in any fashion for the duration of the encounter. If the check fails, however, the character will seek to leave, to hide behind friends, or to otherwise cravenly attempt to avoid the fight. The character is allowed to make another Wisdom/Willpower check each subsequent round during the encounter. He flees or hides as long as he fails, but as soon as he passes the check he can perform normallyand is exempt from any further checks. (Of course, if he tried to hide behind his friends, a second violent encounter might occur immediately after the first is resolved!) Deep Sleeper: The character with this disadvantage will only awaken when disturbed by a very loud noise, or by physical prodding, shaking, etc. When the character does wake up, it will take 16 rounds before he is capable of any action other than groggily sitting up and trying to figure out whats going on. Fanaticism: This can be a substantial disadvantage for a character, though it requires a significant role-playing commitment on the part of the player. The fanaticism can be dedication to a particular cult, religion, or god, or it can be more worldly-based, in the sense of overwhelming loyalty to a state, to a military presence, or to a particular leader. Whatever their sources, the different types of fanaticism have several things in common. If a certain code of behavior is called for by the belief, then the character must conform to that behavioreven if it conflicts with the immediate goals of the PC and his companions. While fanaticism is not necessarily evil, it may certainly become tiresome to those who do not share the fanatics beliefs. Greed: A character with this disadvantage is compelled to seek riches by whatever means possible. His greed will interfere with the sharing of expedition spoils, and may cause the character to alienate powerful NPCs who would otherwise be inclined to help. Alternately, a character with this disadvantage can be described as greedy for power. In this case, he will seek to control others by persuasion, threats, and even force. He will seek to amass as many henchmen as possible, and he will not hesitate to employ these agents to add to his base of power. Dwarves receive 1 extra character point when they choose this disadvantage. Irritating Personality: This disadvantage can make it difficult for the character to obtain cooperation and aid from others. During encounters with NPCs, the DM should require the character to make a Wisdom/Willpower check to resist the effects of the disadvantage. A failed check means the irritating aspects of the PCs personality rise to the surface. It is best to role-play the specifics of the characters behavioris a fighter exceptionally critical, does a wizard laugh at inappropriate times, or does a thief behave in a very uncouth fashion? The player is free to devise the irritating elements of the characters persona, and if encounters are role-played the disadvantage will take care of itself. Lazy: A lazy character will never do any more work than is absolutely necessary. He will rely on his companions to do things such as build campfires, cook, and keep watch through the night. The character will generally neglect details of preparedness in favor of catching a few minutes more sleep. However, if he really wants to do something that does not have a clear and urgent need (digging a trench around a camp in case an attack is made against them, for example) the character can roll a Wisdom/Willpower check. A 4 modifier applies to the characters Willpower score, however, and failure of the check means that the character decides the time could be better used by catching a little shut-eyeor at least by lying in the shade somewhere. Phobias: A character who is consistently afraid of one particular thing (or category of things) can have a real problem while adventuring. The phobia disadvantages are worth varying degrees of character points, based on the frequency of encountering that which the character fears, and whether the player chooses a disadvantage that is moderate or severe.The effects are generally the same. If the character is threatened by a violent encounter with the object of the phobia, he must roll a Wisdom/Willpower check (1/2 Wisdom/Willpower, if the phobia is severe). If successful, the character can function normally, but if the check fails he must flee or otherwise seek to avoid the encounter for 16 rounds. After this time, check again, and continue to do so each 16 rounds until a check succeeds. The DM can modify the Willpower checks for phobic characters. Someone who hates enclosed places but is being pursued by a dragon, for example, might overcome the phobia in favor of saving his lifeperhaps gaining a +5 modifier to the phobia check. PhobiaCrowds: The character becomes panicked when surrounded by people, demihumans, humanoids, etc. Shopping in marketplaces, dining at massive feasts, and celebrating at festivals are all problems. The character must make a successful Wisdom/Willpower check to enter such a setting. If a crowd gathers, the character must check as soon as the DM judges that the PC is in the midst of a throng. If the character fails the Willpower check, he will seek a private nook or cranny to get out of sight, or try to leave the premises altogether. Even if he passes, the success only lasts 212 turnsthen the character must make another check. PhobiaDarkness: A real drawback for a dungeon crawler, this disadvantage compels a character find or create, some source of light when surrounded by utter darkness. The character will be reluctant to enter darkened settings, only doing so after a successful Wisdom/Willpower check. He can repeat the check every 16 turns, if necessary, perhaps modified by persuasion or cajolery by comrades. The check is not necessary if some light is present, though the character still will be nervous and uncomfortable in a role-playing sense. If the character passes the check, he can force himself to enter the darkness. He also must check if suddenly immersed in darknessfor example, if the partys torches are suddenly doused within the dungeon. Failure of this check can result in the character fleeing headlong down a corridor or freezing, terrified, in place (clinging to a subterranean cliff, perhaps). If circumstances do not dictate one or the other, flip a coin to determine which reaction the character suffers. PhobiaEnclosed Spaces: This has effects similar to the darkness phobia, though of course the presence of light is immaterialthis phobia can strike in a lighted room or in a narrow, winding tunnel. In general, when the ceiling is no more than two feet overhead, and the walls are within two feet of the characters outstretched hands, hell have trouble. As with the fear of darkness, the character must check Wisdom/Willpower before entering an enclosed area. PhobiaHeights: This character has difficulty climbing ladders and ropes, perching on walls, and negotiating steep, cliff-side trails. He will be eager to look for another way around if such a climb is called for, but if he makes a successful Wisdom/Willpower check he can overcome his fear. If the check fails, however, the character will do everything possible to avoid the climb. Another check is allowed 212 turns later. PhobiaMagic: The character with this fear is nervous about all things magicalspells, creatures, and items. Although he may wear and use magical items that do not have visible effects (including magical weapons and armor, rings of protection, and the like), he will not ingest potions, wear a ring of invisibility, or learn or cast spells. If attacked by a magic-wielder using a spell with visible effects, the character must make a Wisdom/Willpower check or flee as described in the introduction to the phobia section. The appearance of a magical creature, such as a genie, lycanthrope, or undead, will also force this check. PhobiaMonster: The player and DM must agree upon a specific monster the character fears. It must be a not-infrequently encountered creature in the campaign worldperhaps goblins, orcs, ogres, trolls, giants, etc. When the character encounters the feared monster, a check as described above is required. PhobiaSnakes: This is similar to the monster phobia, except that it relates to all sorts of snakes and worms. It includes creatures, such as medusae, which have snakelike parts. PhobiaSpiders: Like the monster phobia, this character has a problem with arachnids of all shapes and sizes, naturally including the monstrous varieties. Additionally, this character must make a Wisdom/Willpower check with a 4 modifier if ensnared in a web spell. Failure means the character panics to such an extent that he enwraps himself in the web for the maximum duration of the spells effect. PhobiaUndead: As with the other specific creature phobias, this fear requires a Wisdom/Willpower check at the beginning of an encounter. Further, the character must pass a check before he can enter a location where he reasonably expects undead to be. This latter check can be repeated at 212 turn intervals, if necessary. PhobiaWater: This character cannot have a swimming proficiency. He fears boats and narrow footbridges, and he will not be compelled to enter water that is much deeper than his waist. Powerful Enemy: A powerful enemy is a disadvantage that must be incorporated into the background and story of a campaignobviously, with a lot of input from the DM. A character with a powerful enemy acquired that bitter foe before the start of the campaign. The enemy can be a monster, or perhaps a high level wizard or cleric, or it can be a nobleman, demihuman ruler, or perhaps a bandit chieftain. The reason for this vendetta should be defined by the DM, and can go back even to before the characters birtha family feud, for example, or a need to remove the last heir to a line. Whatever the enemys nature, it must be powerful and pervasive enough to affect the character wherever he goes in the campaign. While this does not mean that the PCs life is one long chase scene, he will need to keep a wary eye over his shoulder. The enemy will routinely send agents after the character. Also, the enemy should have good conduits of information, being able to keep general tabs on the PC in city, town, and perhaps even wilderness environments. Tongue-Tied: This disadvantage crops up when the character tries to discuss important topics with companions and NPCs. The character has the tendency to incorrectly state facts, forget names, and just generally say the wrong thing. The main effect of the disadvantage is to enhance role-playing, though the DM should modify NPC reaction rolls, typically by 2. Unlucky: The character with this disadvantage does not suffer penalties on his die rolls. However, he has the knack for being in the wrong place at the right time. He can be in a city of 10,000 peopleand if theres one person he doesnt want to see, chances are good that individual is approaching around the next corner. If this character makes a pass at a young woman, she turns out to be the Captain of the Guards daughter. And if only one member of the party loses his bedroll in a downpour, the unlucky PC is naturally the one to sleep on the cold, muddy ground. |