Crusader

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Class Proficiencies

Battle Magic

The character gains a +1 initiative bonus when casting spells. When casting spells that require an attack throw, his attack throw is determined using the fighter progression. If the character already uses the fighter progression, he gains a further +1 to hit.

Beast Friendship

The character is well-schooled in the natural world. He can identify plants and fauna with a proficiency throw of 11+. He understands the vocalizations and body language of birds and beasts, enabling him to understand any simple messages the animals might be communicating (such as “danger is nearby, be alert,” “you’re unfamiliar and strange,” or “do not come close, we are guarding our den”). Because of his innate understanding of the language of beasts, the character also counts as proficient for purposes of handling trained animals in their roles such as droving or shepherding. He gains +2 to all reaction rolls when encountering normal animals and can take animals as henchmen. He can train and handle animal henchmen to perform tricks or serve a particular role without having to separately possess Animal Training. If the character has the Friends of Birds and Beasts class power, he can identify plants and fauna with a throw of 7+ and can take one more henchman than his Charisma would otherwise permit, as long as at least one is an animal. (The bonus to reaction rolls does not increase.)

Combat Trickery

The character is a cunning and tricky fighter. Pick a special maneuver from any one of the following: Disarm, Force Back, Incapacitate, Knock Down, Overrun, Sunder, or Wrestling. When the character attempts this special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver. If the special maneuver does not afford the target a saving throw, then the penalty for attempting the maneuver is reduced by 4 (to 0). See Special Maneuvers (p. XX) for more details. A character can take Combat Trickery multiple times, selecting an additional special maneuver to learn each time.

Command

The character has mastered the art of command. His authority inspires men to follow him into danger. The character’s henchmen, mercenaries, and other troops receive a +2 bonus to morale. Morale is explained in Hirelings, Henchmen, Mercenaries, and Specialists (p. XX).

Contemplation

The character can enter a meditative trance and re-gain the ability to cast a spell of a level he had previously expended. Contemplation is an ancillary activity requiring one hour (6 turns) of undisturbed meditation. A character cannot regain the same level of spell more than once per day through contemplation.

Diplomacy (G)

The character is smooth tongued and familiar with protocol. He receives a +1 bonus on all reaction rolls when he attempts to parley. This bonus stacks with Mystic Aura, but not with Intimidation or Seduction.

Divine Blessing

The character knows how to propitiate the gods and gain their favor. He gains a +2 bonus to all saving throws.

Divine Health

The character knows how to purify his body and soul. He is immune to all forms of disease, including magical diseases caused by spells, lycanthropes, or undead.

Fighting Style Specialization

The character specializes in a particular fighting style, such as dual weapon or weapon and shield, in which he is already proficient. Because of his familiarity with the fighting style, the specialized character gains a special bonus when the character is fighting in that style. The fighting styles and their bonuses are listed on the adjoining table. The bonuses are in addition to the standard bonuses for fighting in the given manner. For instance, a character with weapon and shield fighting style proficiency gains a total improvement to his AC of 2 points. A character with this proficiency can also sheathe his weapon without expending an action (rather than just drop it). A character can take this proficiency multiple times, selecting an additional fighting style each time. If a character has two fighting styles that might be applicable in a given fight, he must choose which bonus will apply in any given round at the start of his initiative. For example, if a character armed with a sling in one hand and a shield in the other hand has both Fighting Style Specialization (missile weapon) and (weapon and shield), he must choose between +1 to attack throws or +1 to AC, but cannot take both bonuses at the same time.

Fighting Style Specializations

Fighting StyleBonus
Missile weapon+1 to attack throws
Single weapon+1 to initiative
Dual weapons+1 to attack throws
Two-handed weapon+1 to damage rolls
Weapon and shield+1 to armor class

Healing (G)

The character is skilled at caring for sick and wounded humans, demi-humans, giants, and other humanoids. As a dedicated activity, the character can care for three patients at a time, plus an additional each time Healing is selected (e.g. four patients with one rank, five with two ranks). A wounded patient under the character’s care automatically regains an extra 1d3 hit points per day of rest if provided with sanitary conditions and proper food. If a patient under his care is sick or poisoned, the character can attempt to diagnose the disease or poison. Diagnosis requires one turn (10 minutes) of medical examination and a proficiency throw of 11+. If the throw succeeds, the character identifies whether the disease or poison is magical or mundane, and if mundane, diagnoses it. If the throw fails, he does not identify or diagnose the disease or poison. He cannot try again until the patient develops further symptoms. The character can use healing herbs (p. XX) to treat poisoned, sick, and/or wounded patients.

If the character selects Healing twice, he is a physicker. He can now diagnose illness on 7+. He can also attempt to non-magically neutralize poison, cure disease, or cure light injury on a poisoned, sick, or wounded patient. He must have successfully diagnosed a disease or poison before attempting to cure it. Each attempt requires one turn (10 minutes) and a proficiency throw of 18+. If the throw succeeds, the healing effect occurs as if the spell had been cast. If the throw fails, there is no effect. Whether the throw succeeds or not, he cannot try again with that effect on that patient until the following day, though another healer can.

If the character selects Healing three times, he is a chirurgeon. He can now diagnose illness on 3+. He can neutralize poison, cure disease, or cure serious injury on a poisoned, sick, or wounded patient with a proficiency throw of 14+.

The ability to treat the ill provides the character with a number of other useful abilities. With one rank of Healing, the character can harvest components from humanoids. With two ranks, he can harvest components from corporeal undead. With a combined two ranks of Animal Husbandry and/or Healing, he can harvest components from beastmen, and with a combined three ranks, from monstrosities.

Because most creatures share many anatomical traits, a character with this proficiency can use it on animals, monstrosities, and vermin at a -4 penalty.

Healing Proficiency Progression

TitleRank (# of times taken)GP Earned / MonthPatients / DaySkills
Healer125gp3Identify 11+, extra 1d3 hit points per day
Physicker250gp4Identify 7+, neutralize poison, cure disease, cure light 18+
Chirurgeon3100gp5Identify 3+, neutralize poison, cure disease, cure serious 14+

Laying On Hands

The character can heal himself or another by laying on hands once per day. If he lays hands on a wounded creature, he can restore 2 hit points per experience level. If he lays hands on an incapacitated creature, he can grant a bonus to their Mortal Wounds throw of one-half his class level (round up). If he lays hands on a paralyzed creature, he can cure the paralysis. A character can take this proficiency multiple times. Each time it is taken, the character can lay on hands an additional time per day.

Leadership (G)

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

Loremastery

The character is knowledgeable on a variety of esoteric subjects. At 1st level, the character can make a proficiency throw of 18+ to decipher occult runes, remember ancient history, or identify a historic artifact or special monster part. The proficiency throw required reduces by 1 per level. The character can identify magic items as if he were a 5th level mage. If the character can already identify magic items, he can do so with a +2 bonus to his magic research throw and +10% bonus to his research rate.

Magical Engineering

The character has specialized knowledge of magical items. With one rank of Magical Engineering, the character gains a +1 bonus on magic research throws and increases his research rate by 5%. He can recognize conventional and usual magical items or special components by examining them for one turn (10 minutes) with a proficiency throw of 11+. He can extract special components from constructs. He cannot, however, recognize unusual or unique magical items, discern command words, distinguish prepared or cursed items from safe ones, or assess the specifics or number of charges remaining in an item. This proficiency can be selected multiple times, each time adding an additional +1 bonus to magic research throws, increasing research rate by 5%, and improving the proficiency throw required to recognize conventional items by 4.

Martial Training

The character has proficiency in weapons that are unusual for his class. Select one of the following types of weapons and add these to the list of weapons with which the character is proficient: (1) axes; (2) bows/crossbows; (3) flails/hammers/maces; (4) swords/daggers; (5) spears/polearms; (6) bolas/nets/slings/saps/staffs/staff-slings; (7) any four weapons. When selecting option 7, the character can only select composite bow or long bow if he already has or also selects short bow; and the character can only select spear or polearm if he already has or also selects javelin. Note that Martial Training does not afford the character the ability to use fighting styles with which he is not proficient, so a character who selects e.g. spears/polearms will not be able to use a polearm unless he already has two-handed weapon fighting style. A divine caster who selects this proficiency is granted an exemption by his deity that permits use of the weapon(s).

Mounted Combat

The character can ride a saddled riding animal under combat conditions without penalty. He gains a +1 bonus to attack throws while mounted. If the character also has Riding proficiency, he can ride without a saddle, bit, or bridle in combat conditions without penalty.

Prestidigitation

The character can magically accomplish simple illusions and sleight of hand tricks suitable for impressing peasants, such as lighting a candle or shuffling cards, at will. The character must be able to perform the task physically, and be free to speak and gesture. He can use magical sleight-of-hand to pick pockets as a thief of one-half his class level (rounded up).

Prophecy

The character is subject to premonitions and dreams of the past and future. Once per month, the character has a prophetic dream determined by the Judge.

Quiet Magic

The character can cast spells with minimal words and gestures. The gestures, while subtler than those of ordinary casters, are still apparent if the character is in direct view of undistracted observers. The words, however, are hard to hear even in a quiet room; a successful Listening proficiency throw to hear noise is required to hear the character cast spells. Full binding and gagging is necessary to prevent the character from working magic.

Righteous Rebuke

When rebuking undead, the character adds his Will bonus to his rebuking throws and one-half his divine caster level (rounded up) to the number of HD of undead rebuked on a successful throw.

Sensing Evil

The character can detect creatures with evil intentions, magic items with evil enchantments, sinkholes of evil, enchanted creatures of Chaotic alignment, incarnations of Chaotic alignment, and undead within 45’. Normal characters, even if Chaotic, are not detected unless they have actively evil intentions against the character. Poisons, physical traps, and natural animals are neither good nor evil, so they are not detected by this spell. The character sees the evil creatures or objects with a sinister red glow around them, but the glow cannot be seen by anyone else. The character must have line of sight on the evil (i.e. the power does not work through walls). If the creature or object is hidden or invisible, the character will only see the glow and not the source of the evil. Sensing evil requires one full round of quiet concentration to activate. The effect lasts as long as the character continues to concentrate, to a maximum of one round per level. The effect can be used once per turn (10 minutes).

Sensing Power

The character can detect spellcasters within 45’ and estimate their level of power relative to his own. He can tell when magic has been used within the last 24 hours within the same vicinity and identify the spell signature of the effect. The character cannot necessarily sense whether an item is magic, unless it has been used in the last 24 hours. Sensing power requires one full round of quiet concentration to activate. The effect lasts as long as the character continues to concentrate, to a maximum of one round per level. The effect can be used once per turn (10 minutes).

Syncretism

The character has integrated knowledge from other religions into his own divine practice. He can replace 4 divine spells in his repertoire with a selection of other divine spells not normally available to worshippers of his god. A character who selects this proficiency does not innately violate his divine code of behavior, but may face repercussions within his order if it becomes known he does not follow orthodox doctrine (Judge’s discretion).

Theology (G)

The character has received religious instruction at a seminary, monastery, or temple. If he is a divine spellcaster, he can begin play as a member of a religious hierarchy (Judge’s discretion). He can acquire congregants through proselytizing. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults can be harder to recognize. This proficiency can be selected multiple times.

Unflappable Casting

When the character loses a spell by being interrupted or taking damage during the round, he does not lose his action for the round. While he still loses the spell, he can now move and attack normally. Characters without this proficiency lose the opportunity to act at all if they are interrupted while casting a spell. See Casting Spells in Chapter 5 and Chapter 6.

Weapon Focus

When using a favored type of weapon, the character is capable of devastating strikes. On an attack throw scoring an unmodified 20 when using his favored weapon, the character inflicts an additional die of damage (by weapon type). A character can take this proficiency multiple times, selecting an additional Weapon Focus each time. The available Weapon Focuses are: axes; maces, flails and hammers; swords and daggers; bows and crossbows; slings and thrown weapons; spears and polearms. Weapon Focus does not allow a character to use weapons not available to his class.

General Proficiencies

Alchemy (G)

The character has been trained in the art of brewing and identifying alchemical substances such as potions, poisons, and oils. It is of great utility to adventurers.

With one rank of Alchemy, the character can identify common alchemical substances by aroma and color in one round with a proficiency throw of 11+. He can attempt to identify which parts of a monster are special components with a proficiency throw of 14+. He can also attempt to extract toxin from poisonous plants. Each attempt requires one day of dedicated activity and a proficiency throw of 20+ for fresh plants and 24+ for dried plants. If the throw succeeds, the character extracts one dose of poison. If the throw fails, the character accidentally spoils the plants. If the throw fails on an unmodified 1, the character has accidentally exposed himself to the toxin and must immediately make a successful Death saving throw or suffer its effects. In addition, he counts as a 1st level mage for purposes of brewing potions, or gains a +1 bonus to alchemy-related magic research throws if already of higher caster level. He gains a research rate of 5gp for alchemy or increases his existing research rate by 5%.

With two ranks of Alchemy, the character can automatically extract special components from oozes, incarnations, and incorporeal undead; identify substances with a throw of 7+; identify special components on 11+; and extract toxins on 16+/20+. He counts as a 3rd level mage for purposes of brewing potions or gains a +2 bonus to alchemy-related magic research throws if already of higher caster level. He gains a research rate of 15gp for alchemy or increases his existing research rate by 10%.

With three ranks of Alchemy, the character can identify substances with a throw of 3+; identify special components on 7+; and extract toxins on 12+/16+. He counts as a 5th level mage for purposes of brewing potions or gains a +3 bonus to alchemy-related magic research throws if already of higher caster level. He gains a research rate of 50gp for alchemy or increases his existing research rate by 15%, whichever is greater. He would count as an alchemist (as described in Specialists, p. XX).

Animal Husbandry (G)

The character is skilled at caring for animals. As a dedicated activity, a character can care for three animals, plus an additional one each time Animal Husbandry is selected. A wounded animal under the character's care automatically regains an extra 1d3 hit points per day of rest if provided with sanitary conditions and proper feed. If an animal under his care is poisoned, the character can attempt to diagnose the disease or poison. Diagnosis requires one turn (10 minutes) of medical examination and a proficiency throw of 11+. If the throw succeeds, the character identifies whether the disease or poison is magical or mundane, and if mundane, diagnoses it. If the throw fails, he does not identify or diagnose the disease or poison. He cannot try again until the animal develops further symptoms.

If the character selects Animal Husbandry twice, he is a veterinarian. He can now diagnose illness on 7+. He can also attempt to non-magically neutralize poison, cure disease, or cure light injury on a poisoned, sick, or wounded animal. He must have successfully diagnosed a disease or poison before attempting to cure it. Each attempt requires one turn (10 minutes) and a proficiency throw of 18+. If the throw succeeds, the healing effect occurs with the effect of that animal until the following day. If the character selects Animal Husbandry three times, he is a veterinary surgeon. He can now diagnose illness on 3+. He can neutralize poison, cure disease, or cure serious injury on a poisoned, sick, or wounded animal with a proficiency throw of 14+.

The ability to care for animals provides the character with a number of other useful abilities. With one rank of Animal Husbandry, the character can harvest components from animals. With two ranks, he can harvest components from vermin. With a combined two ranks of Animal Husbandry and/or Healing, he can harvest components from beastmen, and with a combined three ranks, from monstrosities.

The character can also attempt to extract venom from slain animals. Each attempt requires one hour of ancillary activity and a proficiency throw of 18+. If the throw succeeds, the character extracts one dose of poison. If the throw fails, the character can try again. If the throw fails on an unmodified 1, the character accidentally exposes himself to fang or stinger, and must immediately make a Death saving throw. On a failure, he suffers the venom's effects.

Because most creatures share many anatomical traits, a character with this proficiency can use it on humanoids, monstrosities, and vermin at a -4 penalty.

Animal Husbandry Proficiency Progression

TitleRank (# of times taken)GP Earned / MonthPatients / DaySkills
Animal Husband125gp3Identify 11+, extra 1d3 hit points per day
Veterinarian250gp4Identify 7+, neutralize poison, cure disease, cure light 18+
Veterinary Surgeon3100gp5Identify 3+, neutralize poison, cure disease, cure serious 14+

Animal Training (G)

The character knows how to breed, groom, and train animals of various sorts. With one rank of Animal Training, the character can train domestic animals such as dogs, falcons, and horses. With two ranks, he can train wild animals such as bears and lions. With three ranks, he can train dire, giant or prehistoric animals such as cave bears or giant hawks. With four ranks, he can train monstrosities of animal intelligence, such as griffons or owlbears, as well as vermin such as carrion horrors or black worms.

Every animal has a training period, typically between one to three months, determined by its type. Assuming that the training process begins when the animal is young (a baby or child), it takes one training period to initially tame the animal and one additional training period to teach the animal its first trick. After the animal has learned its first trick, additional tricks can be taught in half a training period each. (If the taming and training process begins when the monster is already an adult or adolescent, the training period is increased 6x for taming and 2x for each trick.) Each animal can normally be taught a maximum of 2d4 different tasks or tricks, though particularly agreeable, stubborn, stupid, or smart animals might be able to learn more or less. The animal trainer will only learn the animal's limit when he reaches it.

A single trainer can train and manage up to six animals at once as a dedicated activity. However, if a trainer works one-on-one with a particular animal for its entire course of training (a process sometimes called animal whispering), the animal's maximum number of tricks is increased by two. Once an animal is tamed and trained, a trainer can control up to one mount or warmount, 6 workbeasts, 6 droving creatures, or 20 guard creatures at once. The trainer gains a +1 bonus to reaction rolls when approaching tame but uncontrolled animals of any type he can train.

Animal Training Proficiency Progression

TitleRank (# of times taken)WageTrainable Animals
Apprentice125gpDomestic animal (dog, hawk, horse, etc.)
Journeyman275gpWild animal (bear, lion, etc.)
Master3150gpDire, giant, or prehistoric animal (cave bear, dire wolf, etc.)
Grand Master4250gpMonstrosity or vermin (griffon, owlbear, giant black worm, etc.)

Art/Craft (G)

The character has studied a fine art (e.g., painting, sculpture, mosaic) or a guild craft (e.g., armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith). The character is considered an apprentice in his trade. He can construct 10gp worth of goods per month of dedicated activity. He can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. The character must choose the art or craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of art or craft proficiencies.

If the character selects the same art or craft twice, he is considered a journeyman in his trade. He can identify with a proficiency throw of 7+. He can construct 20gp worth of goods per month of dedicated activity, and supervise up to 3 apprentices, increasing their productivity by 50%. He is considered an expert for purposes of evaluating merchandise in his field (see p. XX).

If he selects the same craft three times, he is considered a master craftsman. He can identify with a proficiency throw of 3+. He can construct 40gp per month of dedicated activity, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this art or craft.

If a character selects the same art or craft four times, he is considered a grand master artist or craftsman. He can identify with a proficiency throw of 2+. He can construct 80gp per month of dedicated activity, and supervise up to 2 masters, 4 journeymen, and 8 apprentices, increasing their productivity by 50% (for a total construction rate of 440gp per month). Working alone or with his subordinates, a grand master can create masterwork items (p. XX) appropriate to his art or craft. When items made by grand masters or above are discovered, their mark or style will be apparent to characters who make the appropriate Art, Craft, Knowledge, or Lore proficiency roll.

When performing Magic Experimentation relating to his Art or Craft proficiency (as determined by the GM), a character can add his ranks in the proficiency to his throw exclusively for purposes of determining whether he has achieved a breakthrough. In addition, a grandmaster in Art or Craft gains one additional experimental advantage any time his experiment relates to his Art or Craft.

Art/Craft Proficiency Progression

TitleRank (# of times taken)Construction RateNumber of Workers Allowed
Apprentice110gpN/A
Journeyman220gp3 Apprentices
Master340gp2 Journeymen, 4 Apprentices
Grand Master480gp2 Masters, 4 Journeymen, 8 Apprentices

Bargaining (G)

The character gets the best deals available for goods, services, and information. Any items the character purchases cost 10% less than the listed price and any items he sells go for 10% more than the listed price. If both the buyer and seller have the Bargaining proficiency, the opposed Bargainers should make reaction rolls. Whichever character scores the higher result gets the discount. (Special rules apply when using Bargaining for mercantile ventures, see p. XX.) A character can select Bargaining multiple times if desired. Each time the proficiency is selected, the character receives a +2 bonus on his reaction roll when negotiating with other bargainers.

Caving (G)

The character has learned to keep a map in his head of where he is when exploring underground caves, cavern complexes, and subterranean rivers. He is able to accurately estimate length, width, and depth when he travels with almost no error. On a proficiency throw of 11+, the character with this proficiency will be able to automatically know the route he has taken to get where he is, if he was conscious at the time. This proficiency can be selected multiple times.

Collegiate Wizardry (G)

The character has received arcane instruction as an apprentice to a mage, pupil at a magical academy, or member of an arcane organization. If he is an arcane spellcaster, he can begin play as a member of a wizard’s guild or similar order (Judge’s discretion). He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of his own order or tradition, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions can be harder to recognize. A character can select this proficiency additional times.

Diplomacy (G)

The character is smooth tongued and familiar with protocol. He receives a +1 bonus on all reaction rolls when he attempts to parley. This bonus stacks with Mystic Aura, but not with Intimidation or Seduction.

Disguise (G)

The character can make himself or a subject resemble a specific person. The person can be a real person (e.g. “the priestess Genselen of Túros Tem”) or a fictional persona the character makes up for purposes of his disguise (e.g. “an orc scout named Grik”). When creating the disguise, the character must have access to a disguise kit with cosmetics and wigs, as well as to any clothing and accessories necessary for the disguise. If imitating a real person of the same race or any humanoid creature of another race, he must also have either a detailed sketch of the person or race to be imitated, or be personally familiar with the person or race. Once put on, the disguise lasts until the character takes it off or until the character bathes, disrobes, or gets wet. Discarding a disguise takes one full round.

Creating the disguise is an ancillary activity requiring 6 turns (one hour). At the end of the time, the character must make a proficiency throw of 11+. The character gains a +2 bonus if disguising himself as a fictional persona of his own making. He suffers a -2 penalty to his throw if imitating another sex, another race, or another age than himself (all penalties are cumulative). If the throw fails, the disguise fools no one, but the character can try again if desired.

If the throw succeeds, the character has made an excellent disguise that will fool most people. A creature who is intimately familiar with the disguised character or the person being imitated might see through it. After the creature spends one round interacting with the disguised character, it can make a proficiency throw 14+ to identify the character, adding its Will modifier to the die roll. The creature can check again after one turn (10 minutes) of interaction, one hour of interaction, and every eight hours of interaction thereafter.

This proficiency can be selected multiple times. Each time it is taken, the character gains a +2 bonus to his proficiency throw, while those attempting to see through his disguise suffer a -2 penalty.

Driving (G)

The character is an expert at driving animals, both on foot and harnessed to wheeled vehicles. When he is driving animals, he can control up to 6 droving animals, keeping them within a manageable distance while moving in the desired direction. When he is driving a cart, chariot, wagon or other vehicle on a road or trail, the movement bonus from the road is increased to 2x (road conditions permitting).

Endurance (G)

The character is nearly tireless. He does not need to rest every 6 turns of strenuous activity. He gains a +4 bonus to Paralysis saving throws to avoid becoming winded. He can undertake strenuous dedicated activities every day without becoming fatigued. He can work overtime or force march for one day without becoming fatigued, plus one additional day for each point of Constitution bonus. Provided the character does not become fatigued, he just needs a night of restful sleep to be able to work normally the following day. If the character also takes the Labor proficiency, he can work overtime or force march for one additional day.

Engineering (G)

The character is skilled in planning, designing, and constructing castles, towers, roads, and so forth. He can evaluate constructions the party is passing through to assess what shape they are in, when and by whom they were built, etc., with a proficiency throw of 11+. He can personally work on projects at a construction rate of 1.33gp per day of dedicated activity. He can supervise others as a dedicated activity, leading projects worth up to 25,000gp. This proficiency can be selected multiple times, increasing the size of construction project he can supervise by 25,000gp with each rank taken. A character who has taken this proficiency four times is the equivalent of the engineer specialist described in the Specialists section.

Folkways (G)

The character is familiar with the customs, figures of speech, manners, and traditions of a particular urban settlement. He gains a +1 bonus to reaction rolls with 0th level characters he encounters in his settlement. He can automatically identify famous landmarks and points of interest in his settlement, and never gets lost when traveling through it. This proficiency can be selected multiple times, adding an additional familiar settlement each time.

Gambling (G)

The character has the ability to win money in games of chance and skill. He can earn 1d6gp per week of dedicated activity as a professional gambler. The character can select Gambling additional times if desired, increasing his weekly income by 1d6gp with each selection. If multiple characters with Gambling proficiency play each other in a game, the result can be determined by having each roll 1d6 per rank of proficiency. (Non-proficient gamblers are tied by the GM.) The gambler who rolls the highest wins the round (hand, trick, etc.) and collects its pot. If two or more gamblers are tied for the highest die, the other gamblers lose and the tied gamblers re-roll against each other. There are a number of popular games of skill in the Auran Empire, some of which are listed below.

Game

  • Kyrpgees: “wargame”, a strategy boardgame played with miniatures on a grid. Two patrons are playing while the rest bet on the outcome.
  • Destri Speas: “horse and chariot”, a boardgame where up to seven players roll dice to race their token around an oval track.
  • Calefan Esiev: “lucky sevens”, a game of chance played with a deck of 49 cards. Players compete to be the closest to a hand of 7.
  • Draxis: “dice”, a game of chance played with three six-sided dice. Up to seven patrons are placing bets as they alternate rolling.

Healing (G)

The character is skilled at caring for sick and wounded humans, demi-humans, giants, and other humanoids. As a dedicated activity, the character can care for three patients at a time, plus an additional each time Healing is selected (e.g. four patients with one rank, five with two ranks). A wounded patient under the character’s care automatically regains an extra 1d3 hit points per day of rest if provided with sanitary conditions and proper food. If a patient under his care is sick or poisoned, the character can attempt to diagnose the disease or poison. Diagnosis requires one turn (10 minutes) of medical examination and a proficiency throw of 11+. If the throw succeeds, the character identifies whether the disease or poison is magical or mundane, and if mundane, diagnoses it. If the throw fails, he does not identify or diagnose the disease or poison. He cannot try again until the patient develops further symptoms. The character can use healing herbs (p. XX) to treat poisoned, sick, and/or wounded patients.

If the character selects Healing twice, he is a physicker. He can now diagnose illness on 7+. He can also attempt to non-magically neutralize poison, cure disease, or cure light injury on a poisoned, sick, or wounded patient. He must have successfully diagnosed a disease or poison before attempting to cure it. Each attempt requires one turn (10 minutes) and a proficiency throw of 18+. If the throw succeeds, the healing effect occurs as if the spell had been cast. If the throw fails, there is no effect. Whether the throw succeeds or not, he cannot try again with that effect on that patient until the following day, though another healer can.

If the character selects Healing three times, he is a chirurgeon. He can now diagnose illness on 3+. He can neutralize poison, cure disease, or cure serious injury on a poisoned, sick, or wounded patient with a proficiency throw of 14+.

The ability to treat the ill provides the character with a number of other useful abilities. With one rank of Healing, the character can harvest components from humanoids. With two ranks, he can harvest components from corporeal undead. With a combined two ranks of Animal Husbandry and/or Healing, he can harvest components from beastmen, and with a combined three ranks, from monstrosities.

Because most creatures share many anatomical traits, a character with this proficiency can use it on animals, monstrosities, and vermin at a -4 penalty.

Healing Proficiency Progression

TitleRank (# of times taken)GP Earned / MonthPatients / DaySkills
Healer125gp3Identify 11+, extra 1d3 hit points per day
Physicker250gp4Identify 7+, neutralize poison, cure disease, cure light 18+
Chirurgeon3100gp5Identify 3+, neutralize poison, cure disease, cure serious 14+

Intimidation (G)

The character knows how to bully others to get what he wants. He receives a +1 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be less than 5HD or the character and his allies must outnumber or grossly outrank the targets. This bonus stacks with Mystic Aura, but not with Diplomacy or Seduction.

Knowledge (G)

The character has made a specialized study of a particular field, such as architecture, astrology, geography, history, mathematics, metaphysics, natural history, natural philosophy, or political economy. The character can usually make his living by acting as an expert on the subject. With a proficiency throw of 11+, the character can recall expert commentary or information relating to his area of knowledge. The character must choose his area of knowledge at the time he chooses the proficiency. He can spend more proficiency selections to have several different areas of knowledge.

If a character selects the same knowledge twice, he is an expert in the subject and can train students and write books on the topic. If he selects the same subject three times, he is a scholar who could teach experts. If he also has Loremastery and Magical Engineering proficiencies, he can work as a sage (as described in Specialists, p. XX).

Knowledge Proficiency Progression

TitleRank (# of times taken)GP Earned / MonthSkills
Student125gpIdentify 11+
Expert250gpIdentify 7+
Scholar3100gpIdentify 3+

Labor (G)

The character is highly proficient at a particular type of physical labor, such as bricklaying, farming, mining, or stonecutting. He has a construction rate of 2sp per day of dedicated activity on projects relating to his proficiency. The character can make his living off his labors, earning 6gp per month. Because he is hardened to labor, the character can undertake strenuous dedicated activities every day without becoming fatigued. A character can learn other labor proficiencies by using staff to be able to be improved by taking this proficiency multiple times. However, if the character also takes the Endurance proficiency, Labor enables him to force march for one additional day.

Some types of labor have additional benefits for adventure. Labor (construction) lets the character build temporary defensive works. Labor (farming) and Labor (butchery) enable a character to skin, flesh, and butcher creatures for pelts and meats. Labor (butchery) enables the character to extract special components from animals. The Judge can devise other benefits for labor if desired.

Language (G)

This proficiency enables the character to learn to speak, read, and write an additional three languages of his choice. The character’s level of literacy with the new language is determined by his Intellect. Characters with an Intellect of 8 or less are generally illiterate. However, this proficiency can be taken by a character with a low Intellect (8 or less) in order to become literate in the language(s) the character already speaks. This proficiency can be selected multiple times, learning an additional three languages each time.

Leadership (G)

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

Lip Reading (G)

The character can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character might need to make a successful Listening proficiency throw in order to determine if he gleans the appropriate information.

Manual Of Arms (G)

The character is highly experienced in military discipline, physical fitness, and weapon drill. He can automatically identify the battle standards, equipment, great captains, military slang, and rank insignia of his homeland. He can identify those of other realms with a proficiency throw of 11+. He can fight as a regular (rather than irregular) troop in formed and loose units. He can begin play as a member of a legion, mercenary guild, or other military organization (Judge’s discretion).

If the character learns additional ranks of Manual of Arms, he can serve as a marshal capable of training up to 60 troops simultaneously as a dedicated activity.

Mapping (G)

The character can understand and make maps, even if he cannot read or write. He can create useful maps by thought while moving at exploration speed or less. By spending one turn (10 minutes) in thought, and succeeding on a proficiency throw of 11+, he can interpret and/or complicated layouts, map an area by memory, or notice an irregularity in a map he has created. This proficiency can be selected multiple times.

Military Strategy (G)

The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency can be selected multiple times, each time improving the proficiency throw to recognize by 4 and adding an additional +1 bonus to mass combat initiative, to a maximum of +3.

Mimicry (G)

The character can imitate animal calls and foreign language accents. With a proficiency throw of 11+, the character’s mimicry (e.g. imitating the screech of a hoot owl or a noise from some other animal) is so authentic as to fool even trained naturalists into believing they have heard the actual animal. This proficiency can be selected multiple times.

Mountaineering (G)

The character knows how to use mountaineering gear to climb difficult mountains and cliff faces and to lead a party of up to 30 characters to tackle those faces as well. To count as having mountaineering gear, the character must have a grappling hook, and he and each character he assists must have a hand axe, a small hammer, a set of 6 iron spikes, and at least 50’ of rope. If the character does not have the Climbing proficiency (or equivalent class power), the proficiency throw for he and his party to climb, rappel, or traverse using mountaineering gear equals that of a thief of his class level. If the character does have Climbing, then his party can climb, rappel, or traverse as thieves of his class level, while his own proficiency throw only fails on an unmodified roll of 1 provided he does not exceed one-half combat speed. This proficiency does not allow the character to climb sheer surfaces during combat or without mountaineering gear.

Naturalism (G)

The character is knowledgeable of common plant and animal life forms. By spending one turn (10 minutes) and making a successful proficiency throw of 11+, the character can appraise the value of a monster’s parts, identify venomous monsters, poisonous plants, or healing herbs, and detect any signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.). On 14+, the character can identify special components (see ACKS II MM p. XX).

The character can also attempt to forage for healing herbs or poisonous plants. Each attempt requires one day of dedicated activity and a proficiency throw. (The target value is set by the Judge depending on the rarity of the plant, typically 16 – 20.) If the throw succeeds, the character gathers 1 stone of fresh plants, enough to extract one dose of poison or one dose of healing herbs. If the throw fails, the character’s search is fruitless. If the throw fails on an unmodified 1, the character has accidentally exposed himself to a plant toxin (either one he was looking for or a random toxin). The character must immediately make a successful Death saving throw or suffer the toxin’s effects.

Navigation (G)

The character can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. If he also has at least one rank of Seafaring, he can serve as a navigator on a seagoing vessel as described in Specialists. The bonus from this proficiency stacks with the explorer and venturer’s Pathfinding class power. A character can select this proficiency multiple times.

Performance (G)

The character can act, dance, sing, recite poetry, tell stories, or play musical instruments in a skilled manner. The character chooses the type of performance that his character knows, and the character can take the proficiency several times in order to know multiple types of performance. The character is considered an apprentice in his style. He can earn 10gp per month from his performances, and can identify famous performers, masterpieces, and rare instruments with a proficiency throw of 11+.

Performance Proficiency Progression

TitleRank (# of times taken)GP Earned / MonthNumber of Workers Allowed
Apprentice110gpN/A
Journeyman220gp3 Apprentices
Master Performer340gp2 Journeymen, 4 Apprentices

Profession (G)

The character is highly skilled at a civil profession, such as actuary, banker, chamberlain, judge, lawyer, librarian, merchant, restaurateur, scribe, or seneschal. The character is considered an apprentice in his profession. He can earn 25gp per month of dedicated activity performing his services, and can make expert commentary on subjects pertaining to his profession with a proficiency throw of 11+. The character must choose the profession at the time he chooses the proficiency. He can spend more proficiency selections to have several types of profession proficiencies. If a character selects the same profession twice, he is considered a licensed practitioner of his profession. He can earn 50gp per month of dedicated activity performing his services, and supervise up to 3 apprentices, increasing their productivity by 50%. He is considered an expert for purposes of evaluating merchandise related to his field (see p. XX). If he selects the same profession three times, he is considered a master of his profession. He can earn 100gp per month of dedicated activity, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.

Profession Proficiency Progression

TitleRank (# of times taken)GP Earned / MonthNumber of Workers Allowed
Apprentice125gpN/A
Journeyman250gp3 Apprentices
Master Performer3100gp2 Journeymen, 4 Apprentices

Revelry (G)

The character is a connoisseur of fairs, festivals, food, and drink. He can automatically identify popular performers, cantinas, inns, and taverns in his settlement of residence. His high alcohol tolerance grants him a +2 bonus to saving throws related to consumption of potions, dwarven brews, or ordinary beer, wine, and spirits. Ordinary 0-level NPCs who live routine lives often have this proficiency; it is less common among go-getting adventurers.

Riding (G)

The character is an expert equestrian. He can ride without a saddle, bit, or bridle in non-combat conditions. He can ride a saddled riding animal under combat conditions without penalty. He can force-march a saddled riding animal without becoming fatigued. (His riding animal still becomes fatigued, so to continue force marching he must change mounts.) When he is saddled on a charging or running riding animal, he can guide the animal to jump up to 5’ high and 10’ across. He gains a +1 bonus to attack throws while riding a saddled, bit, or bridled animal in combat conditions without penalty.

Seafaring (G)

If a character selects this proficiency once, he knows how to sail or row (his choice). If he also has Navigation proficiency, he can serve as a navigator on a seafaring vessel. If he selects the proficiency twice, he knows how to both sail and row, and can serve as a vessel captain. If he selects this proficiency three times, he is a master mariner. Master mariners can sail faster against the wind and gain a +4 bonus on Seafaring proficiency throws and ramming attacks.

Seduction (G)

The character is either naturally alluring or a practiced seducer. He receives a +1 bonus on reaction rolls when interacting with others who are potentially attracted to the character. This bonus stacks with Mystic Aura, but not with Diplomacy or Intimidation.

Siege Engineering (G)

The character has been trained in the military art of siege engineering. With one rank in the proficiency, the character can construct defensive works such as ditches, pits, fields of stakes, and other simple wooden and earthen barricades with a construction rate of 2sp per day of dedicated activity. He can operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers as an artillerist. With two ranks in the proficiency, the character can construct defensive works, heavy war machines, siege engines, and siege towers with a construction rate of 6.65sp per day of dedicated activity. He can also supervise others working on siege engineering projects of up to 25,000gp construction cost.

Signaling (G)

The character knows how to transmit messages to other signaling specialists of the same military force, culture, trade guild, or other organization. This is similar to learning an additional language. The character must specify the style and culture of signals that he has learned when he takes this proficiency. Examples of signals include naval flags, cavalry trumpets, or smoke signals.

Streetwise (G)

The character has learned the hard lessons taught by life as a criminal. He can begin play as a member of a thieves’ guild or other criminal syndicate (Judge’s discretion). He can engage in hijinks if he has the necessary proficiencies. He can automatically identify gestures, signs, slang, and territory of criminal organizations in his home settlement. He can identify those of other urban settlements with a proficiency throw of 11+. Secret organizations or organizations in far-off cities can be harder to recognize. A character can select this proficiency additional times.

Survival (G)

The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. He can forage enough food to feed himself automatically, even when on the move. If trying to forage to feed additional characters, or to find water, he must make a proficiency throw (as described in Wilderness Adventures on p. XX), but gains a +4 bonus on the roll.

Swimming (G)

The character is a proficient swimmer. He gains a +4 bonus when making Swimming proficiency throws. If this bonus would improve his Swimming throw to 0+ or better, he need not make a Swimming throw at all.

Theology (G)

The character has received religious instruction at a seminary, monastery, or temple. If he is a divine spellcaster, he can begin play as a member of a religious hierarchy (Judge’s discretion). He can acquire congregants through proselytizing. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults can be harder to recognize. This proficiency can be selected multiple times.

Tracking (G)

The character can search for tracks left behind by passing creatures. It requires one turn (10 minutes) to search for tracks in the vicinity of an encounter. If the throw fails, the character cannot try again in that area until at least 6 turns (one hour) has passed. Searching for tracks requires a Tracking proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances:

  • +2 if tracking 2 – 4 creatures
  • +4 if tracking 4 – 8 creatures
  • +6 if tracking 8 – 16 creatures
  • +8 if tracking 17+ creatures
  • +4 if trail is through soft/muddy ground
  • -8 if the trail is through hard/rocky ground
  • -1 per 12 hours of good weather since trail was made
  • -4 per hour of rain/snow since trail was made
  • -4 if dim lighting (torch, moonlight, etc)

Once tracks are discovered, the character can begin following them, moving at half exploration speed in dungeons and half expedition speed in wilderness. Following tracks does not require a proficiency throw. However, if the tracks enter water or if one hour of Rainy/Snowy conditions elapses, the tracks are lost and the character must search again to find them.

If any member of a party has the Tracking proficiency, the party receives a +4 bonus on the proficiency throw when searching for lairs in a 6-mile hex. This proficiency can be selected multiple times. Each additional rank improves the proficiency throw to track by 4; however, it does not increase the bonus when searching for lairs.

Trapping (G)

The character is an expert with wilderness traps such as deadfalls, earthen pits, spring snares, and whipping branch snares capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc.). He can find and remove wilderness traps as a thief of one-half his class level (rounded up). (If already proficient in Searching or Trapfinding, he gains an additional +2 bonus against wilderness traps.) He can craft ordinary or crude wilderness traps with a construction rate of 1sp per hour.

Crude traps cost 10% the cost of permanent traps (see Chapter 4, p. XX, for a list of trap costs). They function similarly to permanent traps, but are easier to spot and less effective. All characters gain a +4 bonus to find and remove crude traps. If a crude trap triggers an attack, it attacks with a -2 penalty. If a crude trap targets a saving throw, the target saves with a +2 bonus. Once set, a crude trap must be maintained, which entails checking it for finds, performing minor repairs, and resetting its lures. Each trap requires 1sp (one hour’s worth) of maintenance per day from a trapper and if unmaintained it ceases functioning.

Wilderness traps can catch game. Each day, the Judge makes a proficiency throw of 1d20 against a target value of 19+. A successful result indicates that the trap has yielded sufficient food for 1d6 man-sized creatures per 1sp value of the trap. If the proficiency throw fails with an unmodified 1, a crude trap breaks completely. For every day traps being managed, the Judge should make an encounter throw to see if a wandering monster appropriate for the terrain is in the area. The monster will stumble into the trap on a throw of 1-2 on 1d6; otherwise it will be lurking nearby when traps are checked.

Trapping also enables the character to properly harvest monster horns, tusks, and antlers; to skin, flesh, and butcher creatures for pelts and meats; and to extract special components from animals. The proficiency provides no abilities with regard to mechanical traps in a dungeon or with magical traps of any sort.