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Main / Proficiencies

Table of Contents - Chapter 1 - Training

Proficiencies

A character needs to be fleshed out with proficiencies. The list of all available skills is found through the following links. The number of proficiencies is based on the Knowledge sub-ability of Intelligence and also on the characterís class and level. The character gets Knowledge slots as shown below along with Weapon proficiencies and Non-Weapon proficiencies.

For Gnomes and Dwarves, there are Detection slots to be used also. These slots vary by class and race similar to the other types of slots. The Charts below list the information for these proficiencies.

The rules for proficiencies are as follows:
  1. only WEAPON slots may be used to choose weapon proficiencies
  2. WEAPON slots can be used to choose non-weapon proficiencies
  3. KNOWLEDGE slots can be used to choose fighting styles or non-weapon proficiencies
  4. KNOWLEGE slots can be used to take detection proficiencies
  5. WEAPON & NON-WEAPON slots cannot be used to take detection proficiencies
  6. no more than one slot per level can be spent on detection proficiencies, except at creation
  7. at least one slot must be spent on each type of detection proficiency available at creation

A couple of modifications to the basic proficiency rules from the Playerís Handbook have been made. The first is the division of skills into seven different groups. These are Weapon, General, Craft, Warrior, Priest, Wizard, and Rogue. Depending on the class of the character they may choose from a couple of different groups. All classes get Weapon, General, and Craft groups. Chart 6 lists the crossover groups available to each class. Certain priests will receive additional groups based on the god they worship.

Another change is that each skill now has two subgroup categories it belongs to. These further describe skills that deal with a certain race, or subculture within a race. If a skill has a notation in the Subgroup 1 entry, the character must fit that description. For example, if a skill has Dwarf in Subgroup 1, then only a dwarven character may choose that skill. The Subgroup 2 entry is a recommended category that the character should fit, but it is not mandatory.

The final change from the basic rules is that all skills now have a Type. For most skills this type is N for normal, but some skills have an S for special. This is to indicate a skill that is strongly associated with a certain class. Any character can take a skill, whether an N or S. However if the skill chosen is not on the crossover chart for the characterís class (see Chart 6) and it is a N skill, then one extra slot must be spent to learn that skill. If it is a S skill, and not on the crossover chart than two extra slots must be spent. This is to ensure that all characters can choose most skills, but the unusualness of some is retained.

Additionally, a character may take a skill more than one time. Each time a skill is taken the modifier for that skill improves by one. For example, Hunting has a modifier of -1 to the characters Wisdom/Intuition score. If this skill is taken again this would improve to a zero modifier. If taken yet again it would further improve to a +1. To take a skill multiple times, the cost is the same as taking it the first time.

For a player who is creating a character with existing experience points another proficiency option is available. If the player wants to start with more than the normal number of proficiency slots available she may purchase them with experience points. The cost for each slot depends on the class of the character and how many slots are purchased. For the first three slots purchased, the cost is the same as the third level experience point mark. For the next three, the cost is the sixth level mark, and for the last three, it is the ninth level mark. As an example, for a fighter character to purchase two extra slots it would cost 8,000 XPs., 4,000 each. This option allows the experienced player to have a character with more skills, but probably a lower starting level.


Intelligence - Knowledge

Knowledge12345678910111213141516171819
# of Slots0111111122233445678

Weapon Slots

ClassStarting
Slots
Rate of
Increase
Non Proficient
Penalty
Warrior41/3 lvls-2
Berserker21/4 lvls-2
Priest21/4 lvls-3
Runecaster21/4 lvls-3
Rogue21/4 lvls-3
Mage11/6 lvls-5

Non-Weapon Slots

ClassStarting
Slots
Rate of
Increase
Warrior31/3 lvls
Berserker31/3 lvls
Priest41/3 lvls
Runecaster41/3 lvls
Rogue31/4 lvls
Mage41/3 lvls

Crossover Groups

ClassSkill Group
FighterWarrior
PaladinWarrior, Priest
RangerWarrior, Mage
BerserkerWarrior
PriestPriest
RunecasterPriest
Mage (all)Mage
ThiefRogue
BardRogue, Warrior, Mage

All classes get the Weapon, General and Craft groups

Detection Slots

ClassStarting Slots
Dwarf/Gnome
Rate of
Increase
Warrior5/41/4 lvls
Priest5/41/4 lvls
MageNA/41/4 lvls
Rogue5/41/3 lvls
Warrior/Priest5/41/4 lvls
Warrior/Rogue5/41/4 lvls
Illusionist/RogueNA/41/3 lvls

Detection Proficiencies

RaceDetection TypeIntuition
Check Modifier
DwarvesNew Tunnel/Passage Construction+4
DwarvesSliding/Shifting Walls or Rooms+2
DwarvesStonework Traps, Pits, and Deadfalls0
BothGrade or Slope in Passage+4
BothApproximate Depth Underground0
GnomesApproximate Direction Underground0
GnomesDetect Unsafe Walls, Ceilings, and Floors0