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 character’s 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.
A couple of modifications to the basic proficiency rules from the Player’s 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 character’s 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.
|# of Slots||0||1||1||1||1||1||1||1||2||2||2||3||3||4||4||5||6||7||8|
|Bard||Rogue, Warrior, Mage|
All classes get the Weapon, General and Craft groups
|Dwarves||New Tunnel/Passage Construction||+4|
|Dwarves||Sliding/Shifting Walls or Rooms||+2|
|Dwarves||Stonework Traps, Pits, and Deadfalls||0|
|Both||Grade or Slope in Passage||+4|
|Both||Approximate Depth Underground||0|
|Gnomes||Approximate Direction Underground||0|
|Gnomes||Detect Unsafe Walls, Ceilings, and Floors||0|