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

 

Warriors

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.

 

Wizards

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

Rogues

Bribe

Detect Illusions (Traps)

Detect Magic (Items/Traps)

Escaping Bonds

Early Scroll use

Tunneling

Intimidation

 

Priests

Casting Reduction

Detect (Specific Alignment)

Expert Healing

Resist Energy Drain

Undead Bane

Combat Bonus

Anatomy

 

Crossover Class Skills

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

 

 

 

 

 

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