Skills
New Non-Weapon Proficiencies
| Proficiencies | Attribute | Bonus/Minus | Slots |
| Warrior | |||
| Build/Operate War Machines | Int | - | 2 |
| Defense Bonus | - | - | 1 |
| Leadership | Chr | - | 1 |
| Wizard | |||
| Cantrip | Int | -1 | 1 |
| Detect Magic | Int | -1 | 1 |
| Casting Reduction | - | - | 2 |
| Armor Allowance | - | - | 3 |
| Combat bonus | - | - | 3 |
| Chemistry | Int | -1 | 1 |
| Alchemy | Int | -1 | 1 |
| Anatomy | Int | -1 | 1 |
| Rogue | |||
| Bribe | Chr | -2 | 1 |
| Detect Illusion(Traps) | Wis | -2 | 2 |
| Detect Magic(Items/Traps) | Int | -2 | 2 |
| Escaping Bonds | Dex | - | 1 |
| Early Scroll use | - | - | 2 |
| Tunneling | Dex | - | 1 |
| Intimidation | Chr/Str | - | 1 |
| Priest | |||
| Casting Reduction | - | - | 2 |
| Detect (Specific Alignment) | Wis | -2 | 2 |
| Expert Healing | Wis | - | 2 |
| Resist Energy Drain | - | - | 2 |
| Undead Bane | - | - | 2 |
| Combat Bonus | - | - | 2 |
| Anatomy | Int | -1 | 1 |
| Cross Class Skills | |||
| Cantrip | Int | -2 | 2 |
| Move Silently | Dex | - | 2 |
| Hide in Shadows | Dex | - | 2 |
| Legerdemain/Palming | Dex | - | 2 |
| Increased Hit Points | - | - | 1 |
| Increased Movement | - | - | 1 |
| Magic Resistance | - | - | 2 |
| Poison Resistance | - | - | 1 |
| Animal Friendship | Chr | -2 | 1 |
| Early Spell Casting | - | - | 2 |
Proficiencies Rules:
All proficiencies start at a base of 10, then the modifier is add/subtract At every level advancement you get 1 point to add to any proficiencies.
Ability Score Modifiers
| Ability Score | Modifier |
| 19+ | +4 |
| 18 | +3 |
| 15-17 | +2 |
| 12-14 | +1 |
| 8-11 | 0 |
| 5-7 | -2 |
Build/Operate War Machines
Defense Bonus
Leadership
Early Spell Casting - This ability grants a paladin or a Ranger to cast upon reaching 5th level of experience instead of 9th.
Cantrip - The player can choose one type of small magical effect and is able to cast it 2 + 1 per 3 levels. The effect must be small, can not effect others person adversely (example cantrip:Clean cast by a 6th level person can cast it 4 x per day)
Detect Magic - The Mage is able to detect magic, he must stop what he is doing, concentrate for a full round
Casting Reduction
Armor Allowance
Combat Bonus
Chemistry
Alchemy
Anatomy
Bribe
Detect Illusions (Traps)
Detect Magic (Items/Traps)
Escaping Bonds
Early Scroll use
Tunneling
Intimidation
Casting Reduction
Detect (Specific Alignment)
Expert Healing
Resist Energy Drain
Undead Bane
Combat Bonus
Anatomy
Cantrip - The player can choose one type of small magical effect and is able to cast it 2 + 1 per 3 levels. The effect must be small, can not effect others person adversely (example cantrip:Clean cast by a 6th level person can cast it 4 x per day)
Move Silently - This skill starts at 2 + Abilities bonus, The skill is roll on a twenty side just like any other proficiencies. Certain races gain bonus, for ever 5% a race gains on the Thief Race Bonus Table the proficiencies gets +1 (i.e. Elves get +10%, so this prof starts at 4)
Hide in Shadows - This skill starts at 2 + Abilities bonus, The skill is roll on a twenty side just like any other proficiencies. Certain races gain bonus, for ever 5% a race gains on the Thief Race Bonus Table the proficiencies gets +1
Legerdemain/Palming - This skill starts at 2 + Abilities bonus, The skill is roll on a twenty side just like any other proficiencies. Certain races gain bonus, for ever 5% a race gains on the Thief Race Bonus Table the proficiencies gets +1
Increased Hit Points - This ability gives the character a bonus of +1 1/2 hit points per level
Magic Resistance - This ability gives the character an MR of 2% per level.
Poison Resistance - The character must choose when taking this ability whether it grants a +2 bonus versus poison or grants a second saving throw.
Mental Resistance - The character must choose when taking this ability whether it grants a +2 bonus versus poison or grants a second saving throw.
Animal Friendship