[hider=General Proficiencies][center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]A C R O B A T I C S[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The ability to jump, tumble, dodge, somersault and free-run around obstacles. This character gains a bonus to avoiding tilting floors, pit traps, outrunning boulders, and other such challenges. The character may also choose to tumble behind an opponent in melee, which grants a backstab bonus if successful.[/color][/indent][/indent][/indent] [b]Adventuring[/b]: ? [center][sub][color=151617][b]___________________________________________[/b][/color][/sub][b][sub][color=darkgray][h3]A L C H E M Y[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The ability to identify common alchemical substances, potions, and poisons. Two Points in alchemy means the character can work as an apothecary or alchemical assistant. Three points in alchemy means the character become a fullblown Alchemist.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]A L E R T[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]It is more difficult to surprise this character. This character has a better sense of hearing and an eye for finding secret doors. They occasionally notice secret doors passively.[/color] [/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]A M B U S H I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]When attacking with surprise, this character gains a bonus and deals extra damage. This does not stack with backstab.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]A N I M A L H U S B A N D R Y[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has the ability to treat wounds and diagnose illnesses in animals. A successful examination enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. With clean, sanitary conditions and bed rest, an animal under treatment of the character recovers quicker. Two Points in Animal Husbandry means the character can attempt to [b]neutralise poison[/b], [b]cure disease[/b] or [b]cure light wounds[/b], once per day. Three Points in Animal Husbandry means the character is more skilled at [b]neutralise poisons[/b], [b]curing diseases[/b] and [b]curing light wounds[/b]. He can use this ability once per day per animal, and even cure the mortally wounded once per day. At any one time, a character can treat up to three animals, plus one animal per additional point in this skill.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]A N I M A L T R A I N I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]This character knows how to breed, groom and train a particular type of animal. The animal can be taught simple tricks and orders. A character who wishes to train multiple animal types must take this skill multiple times. Animals are easier to train when young. Training an animal takes time, and each animal has a limit to how many skills they can learn based on their intelligence. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub][b][sub][color=darkgray][h3]A P O S T A S Y[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has learnt forbidden knowledge. They have access to 4 divine spells not normally available.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub][b][sub][color=darkgray][h3]A R C A N E D A B B L I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character may attempt to use wands, staffs and other magic items typically only used by mages. It is still possible for this to backfire. Bards automatically start with this proficiency [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]A R T[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can produce a specific type of art (E.g painting, sculpting, mosaic) they can gain more proficiency in this skill to gain different art types. The character is considered an apprentice in his field. They can create and sell artwork each month, identify masterwork items, rare materials, and famous artisans. If two points are spent on the same artistic field, the character is considered a journeyman. They can sell their art for a moderate price and supervise up to 3 apprentices, improving their productivity. If three points are placed in the same craft, the character is considered a master. They can se'll their artwork for a high price and supervise up to 2 journeymen and 3 apprentices, increasing their productivity. The character can work as an Art Specialist. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]B A R G A I N I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character gets the best deals for goods, services and information. Any items the character purchases cost 10% less then listed price. The character may sell items for 10% more. If both the buyer and seller have this proficiency, they will haggle. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]B A T T L E M A G I C[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character gains an initiative bonus when casting spells. He is significantly better at dispelling magic and penetrating a target's magic resistance [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]B E A S T F R I E N D S H I P[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is well schooled in the natural world. He can identify plants and fauna and understands the subtle body language of birds and beasts. Normal animals are inclined to like this character, and the character can take animals on as henchmen. [/color][/indent][/indent][/indent] Beserkering [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]C A V I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has an innate understanding of underground cave, cavern complexes and river. After successfully checking their mental map, they are able to automatically know the route they have taken to get to where they are, so long as they were conscious at the time. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]C O L L E G I A T E W I Z A R D R Y[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has received formal magical education. They can automatically identify arcane symbols, spell signatures, trappings, and grimoires of their own order, and can recognize those of other orders or traditions with a successful check. Rare or esoteric traditions are harder to recognise. This proficiency may be taken multiple times.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]C R A F T[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has studied under a guild craftsman, such as an armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith to gain skill in that craft. This proficiency may be taken multiple times for different craft skills. The character is considered an apprentice in his trade. The character can produce goods monthly. They can also identify masterwork items, rare materials, and famous artisans with a successful check.He can spend more proficiency selections to have If the character selects the same craft twice, they are considered a journeyman in their trade. The character can manufacture and sell goods for a moderate price, and supervise up to 3 apprentices, increasing their productivity by 50%. If the character selects the same craft twice, they are a master craftsmen. They can manufacture and sell goods for a high price, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. The character can work as a specialist in their craft. Dwarven craftpriests automatically begin play with this proficiency at the “journeyman” rank as part of their class.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]D I P L O M A C Y[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is smooth tongued and familiar with protocol. They gain a bonus when attempting to parlay.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]D I S G U I S E[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can make someone look like someone else using makeup and clothing. People intimately familiar with the subject of the disguise have a chance to see through it.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]D I V I N E B L E S S I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]This character knows how to appropriate the gods and gain favor. They have à bonus to all saving throws.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub][b][sub][color=darkgray][h3]D I V I N E H E A L T H[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]This character knows how to purify his body and soul. They are immune to all forms of disease, including magical diseases caused by spells, mummies and lycanthropes.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub][b][sub][color=darkgray][h3]D U N G E O N B A S H I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is hardened to the physiCal lanor involved in dungeon exploration. They gain a bonus to feats of strength such as throwing open doors. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub][b][sub][color=darkgray][h3]D W A R V E R N B R E W I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character knows the secrets of dwarves beers and ales. They gain a bonus to crafting alcoholic beverages. Because of their mixology skill, they can identify the magical properties of a potion or oil by tasting it. [/color][/indent][/indent][/indent] [b][sub][color=darkgray][h3]E A V E S D R O P P I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can hear noises as if they were a thief of the same level.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]E L V E N B L O O D L I N E[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has the blood of the ageless elves in their ancestry. Their lifespan is 3x longer then is typical for their race, and they show no signs of aging. The characters ancestry must manifest somehow in their appearance (E.g pointed eard, unusual eye colour, lithe elongated build, strange birthday, ect.)[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]E N D U R A N C E[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is nearly tireless. He does not need to rest every 6 turns. He can force march for one day without penalty, plus one additional day for each point of Constitiution bonus..[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]E N G I N E E R I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is skilled in planning, designing and constructing castles, towers, roads and so forth. Any character with this skill can evaluate constructions the party is passing through to asses what shape they are in, when and by whom they were built, ect, with a successful check. Each time this proficiency is taken, the character can supervise 25,000 gp worth of permanent construction. A character who has taken this proficiency four times is equivalent to an Engineer Specialist.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]F A M I L I A R[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character gains a familiar, a magical animal companion. The familiar will be a creature appropriate to the characters alignment and other powers (as determined by the GM). The familiar can always understand any languages spoken by it's master, and the character will be able to understand the familiar speech, though no one else will without res9rting to speak with animals. The familiar is utterly loyal to it's master and will fight for them, perform services, and generally obey his commands. While the familiar is within 30ft, the character receives +1 on saving throws, but if the familluar is ever killed, the character must save vs Death or instantly take damage equal to the familliars total hit points. A character does not regain a new familliar if it is slain until he has gained a level of experience.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]F I G H T I N G S T Y L E[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character chooses to become proficient in a particular fighting style. Because of their familiarity with their fighting style, a proficient character may draw their weapon(s) and/or ready his shields without having to give up an opportunity to move or attack. In addition each fighting style provides a special bonus when the character is fighting in that style. The fighting styles are the following: Pole Weapon - +1 to initiative rolls Missile Weapon - +1 to attack throws Single Weapon - +1 to attack throws Two Weapons - +1 to attack throws Two-Handed Weapons - +1 to damage rolls Weapon and Shield - +1 to armour class Bonuses are in addition to the standard bonuses. A character may 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 may only apply the bonus for one style in any given round. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]G A M B L I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can win money in games of skill (e.g. competitive card games) and betting. They can earn money each month as a proffessional gambler. Further points in this proficiency increase their monthly income from gambling. If multiple characters with gambling face each other in a game, they compete. Whoever succeeds wins the first round, and losers must either exit the game or increase their bet. The game continues until no gambler is willing to increase the bet, at which point a winner is decided. The losers must pay the winner. If all gamblers agree, they can play for high stakes, such as a much higher gold total or for land, property, goods, mercenaries or livestock.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]G O B L I N - S L A Y I N G [/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has been trained to ruthlessly cut down his races humanoid foes. He receives a +1 on attack throws against kobolds, goblins, orcs, gnolls, hobgoblins, bugbears, ogres, trolls and giants. At level 7 this bonus increases +2, and at level 13 it increases to +3. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]H E A L I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has the ability to treat wounds and diagnose illnesses in humans and demi humans. In any one day, the character can supervise three different patients, plus an additional one per rank in Healing. A successful examination enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. A patient under treatment of the character recovers quicker. Two Points in Healing means the character can attempt to neutralise poison, cure disease or cure light wounds, once per day per patient. Three Points in Healing means the character is more skilled at neutralise poisons, curing diseases and curing light wounds, once per day per patient. A character with Healing can use the healing herbs listed as equipment (such as blackwort, comgrey, goldenrod, woundwort) to heal additional damage or to gain a bonus to their checks. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]I L L U S I O N R E S I S T A N C E [/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is hard to fool as the most cynical dwarf. The character receives a +4 bonus on saving throws to disbelieve magical illusions.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]I N T I M I D A T I O N[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character knows how to bully others to get what they want. They receive a +2 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. Large targets are harder to intimidate, unless the character and his allies outnumber or grossly outrank the targets.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]K N O W L E D G E[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]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 their living by acting as an expert on the subject. With a successful check, the character can recall expert commentary or information relating to their area of knowledge. A character may can spend more proficiency selections to have several different areas of knowledge. If a character selects the same knowledge twice, they are considered an expert of the subject. This allows them to train students and write books on the topic. If three ranks are placed in a chosen field, the character may work as a Sage on the subject. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]L A B O R[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is highly proficient at a particular type of physical labor, such as bricklaying, farming, mining, or stonecutting. The character can make a monthly wage from his labor. The character can attempt to successfully interpret information in regards of his skill. A character may learn other labor proficiencies by taking this proficiency multiple times. Labor does not require enough skill to be able to be improved by taking the same proficiency (e.g. farming) multiple times.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]L A N D S U R V E Y I N G [/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character us an expert at surveying the land around him. A character can predict dangerous sinkholes, deadfalls, collapses, or rock slides when the character enters the area. In dungeons, an explorer with land surveyor gains a +4 bonus to his throws to escape detection due to his ability to find the best cover. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]L A N G U A G E[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc] This proficiency enables the character to learn to speak, read, and write an additional language (pick one). The character’s level of literacy with the new language is determined by his Intelligence. Characters with an Intelligence of 8 or less are generally illiterate. However, this proficiency can be taken by a character with a low Intelligence (8 or less) in order to become literate in a language the character already speaks.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]L A Y I N G O N H A N D S[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can heal himself or another by laying hands once per day. The character can restore 2 hit points per experience levels. A character may take this proficiency multiple times. Each time it is taken, the character may lay on hands an additional time per day.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]L E A D E R S H I P[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is an inspirational authority figure who has earned great loyalty. They may hire one more henchman then their Charisma would otherwise permit. The Morale of their Domains is increased by 1.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]L I P R E A D I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can “overhear” conversations spoken in a language he understands. If the subject of their lip reading is not speaking clearly in bright light, the character may need to successful hear noise in order to determine if they glean the appropriate information. Characters with Lip Reading proficiency are better at carousing and spying hijinks. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]L O C K P I C K I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is an expert with locks and receives a +2 bonus on proficiency throws to open locks. He may open a lock in one round (rather then one turn) by making a successful proficiency throw to open locks with a -4 penalty.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]L O R E M A S T E R Y[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is knowledge on a variety of esoteric subjects. At level 1, the character may make a proficiency throw of 18+ to decipher occult runes, remember ancient history, or identify a historic artefact. The proficiency throw required reduces 1 per level. Note that bards automatically begin play with this proficiency as part of their class.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]M A G I C A L E N G I N E E R I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has specialised knowledge of magical items. He gains a +1 to magical research throws. He can recognise most common magical items after careful investigation, but is unable to recognize uncommon or unique magical items, to divine command words, to distinguished trapped or cursed items from safe ones, or to assess the specific bonus or number of charges remaining in an item. The proficiency can be selected multiple times each aging an additional +1 bonus to magical research throws and reducing the profiency throw required to recognise mundane items by 4.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]M A G I C A L M U S I C[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can perform music that can serenaded members of the opposite gender (as a charm person spell) or tamecsavage beasts (as a sleep spell). The character must succeed on an appropriate Performance proficiency throw to use Magical Music. If successful, the magical effect begins immediately and lasts until the character stops performing. If the character performs for a full turn (10 minites) the effect has the duration of the spell. Magical Music has no effect if used against creatures that are already in combat. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]M A N U A L A T A R M S[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has the ability to train soldiers in military discipline, physical fitness, and weapon drill. If the character selects Manual of Arms once, they can earn a monthly income training light infantry. It takes 1 month to turn raw recruits into light infantry. If the character also selects Riding, they can also train light cavalry (taking 3 months). If the character also selects Weapon Focus (bows & crossbows), they can train crossbowmen (1 month), bowmen (2 months), or longbowmen (3 months). Manual of Arms combined with Riding and Weapon Focus (bows & crossbows) allows the character to train horse archers (6 months). If the character selects Manual of Arms twice, they can earn a substantial monthly wage and can train heavy infantry (1 month). Two ranks of Manual of Arms combined with Riding allow the character to train heavy cavalry (6 months). Two ranks of Manual of Arms combined with Riding and Weapon Focus (bows & crossbows) allows the character to train cataphract cavalry (12 months). The character can train up to 50 soldiers during each training period.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]M A P P I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can understand and make maps, even if they cannot read or write. With a successful check, the character can interpret or draft complicated layouts or map an area by memory. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]M A R T I A L T R A I N I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]As a crusader of faith, the character has had training that supersedes the normal religious scriptures of his order. Select one of the following types of weapons and add these to the list of weapons permitted to the character: Axes, bows/crossbow, flails/hammer/mages, swords/dagger, spears/pole-arm, bolas/nets/skigs/saps/staffs. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]M I L I T A R Y S T R A T E G Y[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has studied the art of war and the methods of the great captains. They can recognize famous historical battles, generals, and weapons on a successful check. Forces under the character's command receive a bonus to initiative rolls in mass combat. This proficiency may be selected multiple times, each time adding an additional bonus.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]M I M I C R Y[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can imitate animal calls and foreign language accents. On a successful check, 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 listeners into believing they have heard the actual animal.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]M O U N T A I N E E R I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can use mountaineering gear to climb difficult mountains and cliff faces, and to rig lines to enable non-climbers to tackle those faces as well, as a thief of their class level. This proficiency does not allow The character to climb sheer surfaces during combat or without extensive gears.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]M Y S T I C A U R A[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has learned to project his magical powers in a way that causes awe in those that share the character's presence. He gains a +2 to reaction rolls to impress and intimide people he encounters. If this bonus results in a total of 12 or more, the subjects acts as if charmed while in his presence.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]N A T U R A L I S M[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is knowledgeable of common plant and animal life forms in terrain typical to their background. The character is familiar with edible and poison foods, healing herbs, and signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.) in their known terrain. This proficiency can be selected multiple times.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]N A V I G A T I O N[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can take the position of the sun and stars to determine roughly where they are. They gains a substantial bonus to avoiding getting lost in the wilderness. They can serve as a navigator on a seagoing vessel.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]P A S S I N G W I T H O U T T R A C E[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character leaves no sign of his passing over wilderness terrain, and may not be tracked. For every 3 levels of experience, tjeccjaracter may cover tracks of an additional traveling companion.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]P E R F O R M A N C E[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]BBB.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]P R E C I S E S H O O T I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character may conduct missile attacks against opponents engaged in melee a -4 penalty to his attack throw. A character may take this proficiency multiple times. Each time the proficiency is taken, the penalty to attack opponents in melee is reduced by 2. Characters without this proficiency cannot attack opponents engaged in melee with missile attacks.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]P R E S T I D I G I T A T I O N[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can magically accomplish simple illusions and sleight of hands 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. They may use Magical sleight-of-hand to pick pockets as a thief of one half of their class level.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]P R O F F E S S I O N[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]BBB.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]P R O P H E C Y[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is subject to ceyptic premonitions and dreams of the past and fufure that may be useful. Once per week, the character can use Commune spell. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]Q U I E T M A G I C[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can cast spells with minimal words and gestures. A successful proficiency throw to hear noise is required to hear the character cast spells. Full gagging is necessary to prevent the character from working magic.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]R I D I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character knows not only the care and feeding of a riding animal, but also how to handle it under difficult circumstances, such as using a weapon from it's back. For each type of animal, this proficiency must be selected separately. This proficiency is not required to simply ride a domesticated animal under non-combat conditions. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]R I G H T E O U S T U R N I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]When turning unread, the character adds his Wisdom bonus to both the turning throw and to the number of HD turned on a successful throw. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]R U N N I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character's base movement speed is increased by 30" when wearing chainmail or lighter armour.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S E A F A R I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can crew large sailing ships or galleys. If a character selects this proficiency three times, he is a master mariner. When tacking, a master marine's ship has it's movement rate reduced by only one category rather then two, and his ship's chance to evade is increased by 5.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S E D U C T I O N[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is naturally alluring or a practiced seduced. He always receives a +2 bonus on reaction rolls with the opposite sex of similar species.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S E N S I N G E V I L[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]At will, the character can detect evil (as the spell) up to 60 ft away by concentrating. Each use takes a turn.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S E N S I N G P O W E R[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can detect spellcasters within 60" and estimate their level of power relative to their own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity. (The character cannot necessarily sense whether an item is magic, unless it has been used in the last 24 hoirs) each use takes a turn[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S I E G E E N G I N E E R I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is highly skilled in the construction and placement of temporary defensive works such as ditches, pits, fields of stakes, and simple wooden and earthern narricades. He also knows how to operate heavy war machines such as ballistas, catapults, rams, bores, and siege towers. If the proficiency is taken a second time, then the character has knowledge to construct heavy war machines, siege engines, and siege towers as well as use them. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S I G N A L L I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character knows how to transmit messages to other signalling 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 iinClyde naval flags, cavalry trumpets, or smoke signals.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S K I R M I S H I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character may withdraw or retreat from melee combat without declaring the intention to do so at the start of the melee round. Characters without this proficiency must declare defensive movement before initiative rice are rolled.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S K U L K I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character excels at moving furtively and finding concealment. They receive a +2 bonus on proficiency throws to hide in shadows and move silently.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S N I P I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]If otherwise eligible to ambush or backstage his opponent, the character may do so using ranged weapons at up to short range..[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S O O T H S A Y I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is subject to cryptic but useful premonitions and dreams of the past and future. Once per week, he character can contact higher plane. .[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S U R V I V A L[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is an expert at hunting small game, gathering fruitfruit and vegetables, and finding water and shelter. The character For ages enough food to feed themselves automatically, even when on the move, so long as they are in a fairly fertile area. If they are trying to supply more then one person, they must make a proficiency throw, but gain a +4 bonus on the roll.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]S W A S H B U C K L I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character gains a +1 to Armor Class if wearing leather armour or less and able to move freely. At level 7, this bonus increases to +2, and +3 At level 13.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]T H E O L O G Y[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has received formal religious instruction at a seminary or monastery, and is a member of the church hierarchy. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognise those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognise. Note that dwaeven craftpriests automatically begin play with this ability as part of their class. This proficiency can be selected multiple times. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]T R A C K I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can follow tracks with a proficiency throw of 11+, depending on the circumstances. Characters move at half speed while tracking. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]T R A N S M O G R I F I C A T I O N[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character has mastered grotesque arts of transformation. When the character casts polymorph spells, the effects are calculated as if the user were two classes higher then they actually are. They may also creste mavical crossbreeds as if they werr two class levels higher. Target's of their polymorph others spell suffer a -2 penalty to their saving throw. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]T R A P F I N D I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character is an expert trap finder, receiving a +2 bonus on proficiency throws to find and remove traps. They may find a trap in one round, rather then one turn, by making a successful proficiency throw with a -4 penalty. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]T R A P P I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character can build simple pits, snares and deadfalls capable of capturing creatures up to the size of an elephant. With a proficiency throw of 11+ the share is built properly. The character can also detect and disable wilderness snares, pits and deadfalls ect. As if they wefe a thief of their level. The proficiency provides no abilities with regard to mechanical traps in z dungeon, or magical traps of any sort.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]U N F L A P P A B L E C A S T I N G[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]When the character loses a spell by being interrupted or taking damage during the round, he does not lose his action for the round. They may now move and attack normally. Characters without this proficiency lose the opportunity to act at all if they are interrupted while casting a spell. [/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]W A K E F U L N E S S[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]The character requires only 4 hours sleep to be rested each night.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]W E A P O N F I N E S S E[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]When attacking with one handed melee weapons, the character may use their Sex modifier instead of their strength modifier on their attack throws.[/color][/indent][/indent][/indent] [center][sub][color=151617][b]___________________________________________[/b][/color][/sub] [b][sub][color=darkgray][h3]W E A P O N F O C U S[/h3][/color][/sub][/b] [sup][color=151617][b]___________________________________________[/b][/color][/sup][/center][indent][indent][indent][color=cccccc]When using a favoured type of weapon, the character is capable of devastating strikes. On an attack throw scoring a natural 20 whole using their favoured weapon, the character indicts double normal damage. A character may take this proficiency multiple times, selecting an additional Weapon Focus each time. The available focuses are: crossbow, slings a d thrown weapons, spears and polearms. A character may not use weapons not available to their class. [/color][/indent][/indent][/indent][/hider] [Hider=old] [hider=Assassin]Acrobat Alchemy Alertness Arcane Dabbling Blind Fighitng Bribery Cat Burglary Climbing Combat Reflexes Combat Trickery (disarm, incapacitate) Contortionism Disguise Eavesdropping Fighting Style Gambling Intimidation Mimicry Precise Shooting Running Seduction Skirmishing Skulking Sniping Swashbuckling Trap Finding Weapon Finesse Weapon Focus [/hider] [hider=Bard]Acrobatics Art Bargaining Beast Friendship Combat Trickery (disarm) Command Diplomacy Eavesdropping Elven Bloodline Fighting Style Healing, Knowledge Language Leadership Lip Reading Magical Engineering Magical Music Mimicry Mystic Aura Performance Precise Shooting Prestidigitation Running Seduction Skirmishing Swashbuckling Weapon Finesse Weapon Focus[/hider] [hider=Bladedancer]Acrobatics Apostasy Battle Magic Beast Friendship Combat Reflexes Combat Trickery (disarm, trip) Contemplation Diplomacy Divine Blessing Divine Health Fighting Style Laying on Hands Magical Music Martial Training Performance Prestidigitation Prophecy Quiet Magic Righteous Turning Running Seduction Skirmishing Swashbuckling Theology Unflappable Casting Weapon Finesse Weapon Focus[/hider] [hider=Cleric]Apostasy Battle Magic Beast Friendship Combat Trickery (force back, overrun, sunder) Command, Contemplation Diplomacy Divine Blessing Divine Health Fighting Style Healing Knowledge (history) Laying on Hands Leadership Loremastery Magical Engineering Martial Training Prestidigitation Profession (judge) Prophecy Quiet Magic Righteous Turning Sensing Evil Sensing Power Theology Unflappable Casting Weapon Focus[/hider] [hider=Dwarven Craftpriest]Alchemy Art Battle Magic Caving Collegiate Wizardry Contemplation Craft Diplomacy Divine Blessing Divine Health Dwarven Brewing Endurance Engineering Fighting Style Goblin-Slaying Healing Illusion Resistance Knowledge Laying on Hands Loremastery Magical Engineering Mapping Performance (chanting) Prestidigitation Profession (judge) Prophecy Quiet Magic Righteous Turning Sensing Evil Siege Engineering Theology Unflappable Casting Weapon Focus[/hider] [hider=Dwarven Vaultguard]Alertness Berserkergang Blind Fighting Caving Combat Reflexes Combat Trickery (force back, knock down, overrun, sunder, wrestle) Command Craft Dungeon Bashing Dwarven Brewing Endurance Engineering Fighting Style Gambling Goblin-Slaying Illusion Resistance Intimidation Land Surveying Leadership Mapping Manual of Arms Military Strategy Mountaineering Siege Engineering Weapon Focus[/hider] [hider=Elven Nightblade]Alchemy Alertness, Arcane Dabbling Battle Magic Beast Friendship Black Lore of Zahar Blind Fighting Combat Reflexes, Combat Trickery (incapacitate), Contortionism, Elementalism, Familiar, Fighting Style, Intimidation, Magical Engineering, Mystic Aura, Passing Without Trace, Precise Shooting, Prestidigitation, Quiet Magic, Running, Sensing Power, Skirmishing, Skulking, Sniping, Swashbuckling, Unflappable Casting, Trap Finding, Wakefulness, Weapon Focus, Weapon Finesse[/hider] [hider=Elven Spellsword]Acrobatics, Alertness, Battle Magic, Beast Friendship, Black Lore of Zahar, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, knock down), Command, Elementalism, Familiar, Fighting Style, Leadership, Loremastery, Magical Engineering, Magical Music, Mystic Aura, Naturalism, Passing Without Trace, Quiet Magic, Precise Shooting, Prestidigitation, Running, Sensing Power, Skirmishing, Soothsaying, Swashbuckler, Unflappable Casting, Wakefulness, Weapon Focus, Weapon Finesse[/hider] [hider=Other]Acrobatics Alertness Ambushing Apostasy Arcane Dabbling Battle Magic Beast Friendship Beserkergang Lore, Necromancy Blind Fighting Bribery Cat Burglary Climbing Combat Reflexes Combat Trickery Command Contemplation Contortionism Divine Blessing Divine Health Dungeon Bashing Dwarven Brewing Eavesdropping Elementalism Elven Bloodline Familiar Fighting Style Goblin-Slaying Illusion Resistance Land Surveying Lay on Hands Lockpicking Loremastery Magical Engineering Magical Music Martial Training Mountaineering Mystic Aura Passing Without Trace Precise Shooting Prestidigitation Prophecy Quiet Magic Righteous Turning Running Sensing Evil Sensing Power Signalinging Skirmishing Skulking Sniping Soothsaying Swashbuckling Trap Finding Transmogrification Unflappable Casting Wakefulness Weapon Finesse Weapon Focus [/hider] [/Hider]