[center][@rush99999] Henry gains the proficiency [Weapon Focus (Bows and Crossbows)] and gains a Crossbow to his inventory with a set of bolts. Henry's stats are: [b]12, 10, 10, 12, 9, 15[/b]. Would you like to accept these stats and automatically have them applied or use the advanced template?[/center] >Accept Stats or >Use Advanced Stats [hider=Advanced Stats] Use the following code to assign stats manually. >STR: # >DEX: # >CON: # >INT: # >WIS: # >CHA: # You may subtract 2 from one stat to add 1 point to your Prime Stats. The Assassin's Prime Stat are [b]Strength[/b] and [b]Dexterity[/b]. [/hider] Please select a General Proficiency for your Proficiency Slot: >Pick [Proficiency] [hider=Henry's General Proficiency Slot Options][hider=Alchemy][b]Alchemy:[/b] The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+. If the character takes this proficiency twice, he can work as an apothecary or alchemical assistant. If the character takes this proficiency three times, he is an alchemist himself, and can work as per the Alchemy specialised proffession.[/hider] [hider=Animal Husbandry][b]Animal Husbandry: [/b]The character has the ability to treat wounds and diagnose illnesses in animals. A proficiency throw of 11+ 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 automatically regains an extra 1d3 hit points per day. If the character selects Animal Husbandry twice, he can neutralize poison or cure disease, or cure light wounds with a proficiency throw of 18+, attempting once per day per animal. If the character selects Animal Husbandry three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per animal, and can cure mortal wounds with a proficiency throw of 18+, once per day per animal. At any one time, a character can treat three animals, plus an additional one each time Animal Husbandry is selected.[/hider] [hider=Animal Training()][b]Animal Training: [/b] The character knows how to breed, groom, and train a particular type of animal. The animal can be taught simple tricks or orders. A character who wants to train two or more different animal types must choose this proficiency more than once. A character with proficiency in training an animal may choose a fantastic creature of a similar type with this proficiency. For example, a bear trainer could learn to train owlbears, or a horse trainer learn to train pegasi. Regardless of the type, animals must begin their training while still young. Initial training, which simply makes the animal safe for handling, takes one month. Each additional task or trick taught thereafter takes an additional 1d4 weeks. An animal can be taught a maximum of 2d4 different tasks or tricks. The animal trainer will only learn the animal’s limit when he reaches it.[/hider] [hider=Art][b]Art: [/b]The character can create a particular type of art (e.g., painting, sculpture, mosaic). The character must choose the type of art at the time he chooses the proficiency. He can spend more proficiency selections to have several types of art proficiencies. The character is considered an apprentice in his field. He can create 10gp per month of artwork, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. If a character selects the same field of art twice, he is considered a journeyman in his trade. He can create 20gp per month of artwork, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master of his field. He can create 40gp per month of artwork, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this field of art.[/hider] [hider=Bargaining][b]Bargaining: [/b]The character gets the best deals available for goods, services, and information. Any items the character purchases costs 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. A character may 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.[/hider] [hider=Collegiate Wizardry][b]Collegiate Wizardry: [/b] The character has received some simple mage training from a Mage's Guild, Wizard's Collage, or a wandering caster. He 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 proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize. A character may select this proficiency additional times for other aspects of magic. This proficiency can be taken again to develop other crafts.[/hider] [hider=Craft][b]Craft: [/b] The character has studied under a guild craftsman, such as an armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith. The character is considered an apprentice in his trade. He can manufacture 10gp per month of goods, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. The character must choose the craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of craft proficiencies. If a character selects the same craft twice, he is considered a journeyman in his trade. He canmanufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master craftsman. He can manufacture 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this craft.[/hider] [hider=Diplomacy][b]Diplomacy: [/b]The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.[/hider] [hider=Disguise][b]Disguise: [/b]The character can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.[/hider] [hider=Endurance][b]Endurance: [/b]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 Constitution bonus.[/hider] [hider=Engineering][b]Engineering: [/b] 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 assess what shape they are in, when and by whom they were built, etc., with a proficiency throw of 11+. Each time this proficiency is taken, the character can supervise 25,000gp worth of permanent construction. A character who has taken this proficiency four times is the equivalent of an engineer specialist.[/hider] [hider=Gambling][b]Gambling:[/b] The character has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.[/hider] [hider=Healing][b]Healing: [/b]The character is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if it is mundane, he can diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day. If the character selects the Healing Proficiency twice, he can neutralise poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character takes this proficiency three times, he can neutralize poison, cure disease and cure serious wounds with a proficiency throw of 14+ once per day per patient. The character can use Healing Herbs (e.g. blackwort, comfrey, goldenrod, woundwort) bought in most places or foraged in the wilderness, to heal additional damages or to gain a bonus to his proficiency throws. In any one day, the character can supervise three different patients, plus an additional one for each skill level in Healing he has taken. At rank 1 Healing, the character receives the title Healer. He can earn 25 gp a month working as a healer. At rank 2 Healing, he receives the title Physicker and can make 50gp a month. At rank 3 Healing, the character would receive the title Chirugeon and make 100gp per month.[/hider] [hider=Intimidation][b]Intimidation:[/b] The character knows how to bully others to get what he wants. He receives a +2 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be 5 HD or less, or the characters and his allies must outnumber or grossly outrank the targets.[/hider] [hider=Knowledge][b]Knowledge: [/b]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 could work as a sage of the subject (a type of specialist).[/hider] [hider=Labor][b]Labor: [/b]The character is highly proficient at a particular type of physical labor, such as bricklaying, farming, mining, or stonecutting. The character can make his living off his labors, earning 3-12gp per month. With a proficiency throw of 11+, the character can interpret information in light 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 this proficiency multiple times.[/hider] [hider=Language][b]Language: [/b] 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.[/hider] [hider=Leadership][b]Leadership: [/b]The character is an inspirational authority figure who earns great loyalty. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any domain he rules is increased by 1.[/hider] [hider=Lip Reading][b]Lip Reading: [/b]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 may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. The character receives a +1 bonus to carousing and spying hijinks.[/hider] [hider=Manual at Arms][b]Manual at Arms[1]:[/b] Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills: [indent]• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry. [/indent] Manual at Arms can be levelled up. At skill rank 2, Daniel earns 50gp a month. Daniel can train up to 50 soldiers per training period.[/hider] [hider=Mapping][b]Mapping: [/b]The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory.[/hider] [hider=Military Strategy][b]Military Strategy: [/b]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 may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3.[/hider] [hider=Mimicry][b]Mimicry:[/b] 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 listeners into believing they have heard the actual animal. This proficiency can be selected multiple times[/hider] [hider=Naturalism][b]Naturalism: [/b]The character is knowledgeable of common plant and animal life forms in terrain typical to his 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 his known terrain with a proficiency throw of 11+. This proficiency can be selected multiple times.[/hider] [hider=Navigation][b]Navigation: [/b]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 (both land and on sea). He can serve as a navigator on a seagoing vessel.[/hider] [hider=Performance][b]Performance: [/b]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+. If a character selects the same type of performance twice, he is considered a journeyman in his trade. He can earn 20gp per month from his performances, and lead a troupe of up to 3 apprentices, increasing their productivity by 50%. If he selects the same type of performance three times, he is considered a master of his field. He can earn 40gp per month from his performances, and lead a troupe of up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. Note that bards automatically begin play with this ability at the apprentice level as part of their class.[/hider] [hider=Profession][b]Profession: [/b]The character is highly skilled at a civil profession such as actuary, banker, chamberlain, judge, lawyer, librarian, merchant, restaurateur, scribe, or steward. He is considered an apprentice in his profession. He can earn 25gp per month for his services, and can make expert commentary on subjects pertaining to his profession with a proficiency throw of 11+. A further rank will enable the character to become a licensed practitioner, and he can ear 50gp a month for his services. He can also supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same profession three times, he is considered a master. He can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.[/hider] [hider=Riding][b]Riding: [/b]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 its 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.[/hider] [hider=Seafaring][b]Seafaring: [/b] The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists. If he selects this proficiency three times, he is a master mariner. When tacking, a master mariner’s ship has its movement rate reduced by only one category rather than by two, and his ship’s chance to evade is increased by +5.[/hider] [hider=Seduction][b]Seduction:[/b] The character is either naturally alluring or a practiced seducer. He always receives a +2 bonus on reaction rolls with the opposite sex of similar species.[/hider] [hider=Siege Engineering][b]Siege Engineering: [/b]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 earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. If the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.[/hider] [hider=Signaling][b]Signaling: [/b]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.[/hider] [hider=Survival][b]Survival: [/b]The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw, but gains a +4 bonus on the roll.[/hider] [hider=Theology][b]Theology: [/b]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 recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognize. The proficiency can be selected multiple times[/hider] [hider=Trapping][b]Trapping:[/b] The character can build simple pits, snares, and deadfalls capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc). With a proficiency throw of 11+ the snare is built properly. The character can also detect and disable simple wilderness pits, snares, deadfalls, etc., as a thief of his class level. This proficiency provides no abilities with regard to mechanical traps in a dungeon, or magical traps of any sort.[/hider] [/hider] [hr] [hr] [@CollectorOfMyst] [That's so frickin cool, I love it!] Dyan will gain 10% bonus experience due to having a high primary stat (intelligence). [b]As Dyan the Seer has a high Intelligence,[/b] he gains a new spell, and may also pick an additional General Proficiency. His spellbook includes the spell: [color=lightskyblue][b]Wall of Smoke[/b][/color] >Pick [General Proficiency] [hider=Dyan's General Proficiency Slot Options][hider=Alchemy][b]Alchemy:[/b] The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+. If the character takes this proficiency twice, he can work as an apothecary or alchemical assistant. If the character takes this proficiency three times, he is an alchemist himself, and can work as per the Alchemy specialised proffession.[/hider] [hider=Animal Husbandry][b]Animal Husbandry: [/b]The character has the ability to treat wounds and diagnose illnesses in animals. A proficiency throw of 11+ 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 automatically regains an extra 1d3 hit points per day. If the character selects Animal Husbandry twice, he can neutralize poison or cure disease, or cure light wounds with a proficiency throw of 18+, attempting once per day per animal. If the character selects Animal Husbandry three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per animal, and can cure mortal wounds with a proficiency throw of 18+, once per day per animal. At any one time, a character can treat three animals, plus an additional one each time Animal Husbandry is selected.[/hider] [hider=Animal Training()][b]Animal Training: [/b] The character knows how to breed, groom, and train a particular type of animal. The animal can be taught simple tricks or orders. A character who wants to train two or more different animal types must choose this proficiency more than once. A character with proficiency in training an animal may choose a fantastic creature of a similar type with this proficiency. For example, a bear trainer could learn to train owlbears, or a horse trainer learn to train pegasi. Regardless of the type, animals must begin their training while still young. Initial training, which simply makes the animal safe for handling, takes one month. Each additional task or trick taught thereafter takes an additional 1d4 weeks. An animal can be taught a maximum of 2d4 different tasks or tricks. The animal trainer will only learn the animal’s limit when he reaches it.[/hider] [hider=Art][b]Art: [/b]The character can create a particular type of art (e.g., painting, sculpture, mosaic). The character must choose the type of art at the time he chooses the proficiency. He can spend more proficiency selections to have several types of art proficiencies. The character is considered an apprentice in his field. He can create 10gp per month of artwork, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. If a character selects the same field of art twice, he is considered a journeyman in his trade. He can create 20gp per month of artwork, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master of his field. He can create 40gp per month of artwork, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this field of art.[/hider] [hider=Bargaining][b]Bargaining: [/b]The character gets the best deals available for goods, services, and information. Any items the character purchases costs 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. A character may 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.[/hider] [hider=Collegiate Wizardry][b]Collegiate Wizardry: [/b] The character has received some simple mage training from a Mage's Guild, Wizard's Collage, or a wandering caster. He 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 proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize. A character may select this proficiency additional times for other aspects of magic. This proficiency can be taken again to develop other crafts.[/hider] [hider=Craft][b]Craft: [/b] The character has studied under a guild craftsman, such as an armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith. The character is considered an apprentice in his trade. He can manufacture 10gp per month of goods, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. The character must choose the craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of craft proficiencies. If a character selects the same craft twice, he is considered a journeyman in his trade. He canmanufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master craftsman. He can manufacture 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this craft.[/hider] [hider=Diplomacy][b]Diplomacy: [/b]The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.[/hider] [hider=Disguise][b]Disguise: [/b]The character can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.[/hider] [hider=Endurance][b]Endurance: [/b]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 Constitution bonus.[/hider] [hider=Engineering][b]Engineering: [/b] 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 assess what shape they are in, when and by whom they were built, etc., with a proficiency throw of 11+. Each time this proficiency is taken, the character can supervise 25,000gp worth of permanent construction. A character who has taken this proficiency four times is the equivalent of an engineer specialist.[/hider] [hider=Gambling][b]Gambling:[/b] The character has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.[/hider] [hider=Healing][b]Healing: [/b]The character is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if it is mundane, he can diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day. If the character selects the Healing Proficiency twice, he can neutralise poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character takes this proficiency three times, he can neutralize poison, cure disease and cure serious wounds with a proficiency throw of 14+ once per day per patient. The character can use Healing Herbs (e.g. blackwort, comfrey, goldenrod, woundwort) bought in most places or foraged in the wilderness, to heal additional damages or to gain a bonus to his proficiency throws. In any one day, the character can supervise three different patients, plus an additional one for each skill level in Healing he has taken. At rank 1 Healing, the character receives the title Healer. He can earn 25 gp a month working as a healer. At rank 2 Healing, he receives the title Physicker and can make 50gp a month. At rank 3 Healing, the character would receive the title Chirugeon and make 100gp per month.[/hider] [hider=Intimidation][b]Intimidation:[/b] The character knows how to bully others to get what he wants. He receives a +2 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be 5 HD or less, or the characters and his allies must outnumber or grossly outrank the targets.[/hider] [hider=Knowledge][b]Knowledge: [/b]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 could work as a sage of the subject (a type of specialist).[/hider] [hider=Labor][b]Labor: [/b]The character is highly proficient at a particular type of physical labor, such as bricklaying, farming, mining, or stonecutting. The character can make his living off his labors, earning 3-12gp per month. With a proficiency throw of 11+, the character can interpret information in light 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 this proficiency multiple times.[/hider] [hider=Language][b]Language: [/b] 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.[/hider] [hider=Leadership][b]Leadership: [/b]The character is an inspirational authority figure who earns great loyalty. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any domain he rules is increased by 1.[/hider] [hider=Lip Reading][b]Lip Reading: [/b]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 may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. The character receives a +1 bonus to carousing and spying hijinks.[/hider] [hider=Manual at Arms][b]Manual at Arms[1]:[/b] Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills: [indent]• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry. [/indent] Manual at Arms can be levelled up. At skill rank 2, Daniel earns 50gp a month. Daniel can train up to 50 soldiers per training period.[/hider] [hider=Mapping][b]Mapping: [/b]The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory.[/hider] [hider=Military Strategy][b]Military Strategy: [/b]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 may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3.[/hider] [hider=Mimicry][b]Mimicry:[/b] 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 listeners into believing they have heard the actual animal. This proficiency can be selected multiple times[/hider] [hider=Naturalism][b]Naturalism: [/b]The character is knowledgeable of common plant and animal life forms in terrain typical to his 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 his known terrain with a proficiency throw of 11+. This proficiency can be selected multiple times.[/hider] [hider=Navigation][b]Navigation: [/b]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 (both land and on sea). He can serve as a navigator on a seagoing vessel.[/hider] [hider=Performance][b]Performance: [/b]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+. If a character selects the same type of performance twice, he is considered a journeyman in his trade. He can earn 20gp per month from his performances, and lead a troupe of up to 3 apprentices, increasing their productivity by 50%. If he selects the same type of performance three times, he is considered a master of his field. He can earn 40gp per month from his performances, and lead a troupe of up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. Note that bards automatically begin play with this ability at the apprentice level as part of their class.[/hider] [hider=Profession][b]Profession: [/b]The character is highly skilled at a civil profession such as actuary, banker, chamberlain, judge, lawyer, librarian, merchant, restaurateur, scribe, or steward. He is considered an apprentice in his profession. He can earn 25gp per month for his services, and can make expert commentary on subjects pertaining to his profession with a proficiency throw of 11+. A further rank will enable the character to become a licensed practitioner, and he can ear 50gp a month for his services. He can also supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same profession three times, he is considered a master. He can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.[/hider] [hider=Riding][b]Riding: [/b]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 its 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.[/hider] [hider=Seafaring][b]Seafaring: [/b] The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists. If he selects this proficiency three times, he is a master mariner. When tacking, a master mariner’s ship has its movement rate reduced by only one category rather than by two, and his ship’s chance to evade is increased by +5.[/hider] [hider=Seduction][b]Seduction:[/b] The character is either naturally alluring or a practiced seducer. He always receives a +2 bonus on reaction rolls with the opposite sex of similar species.[/hider] [hider=Siege Engineering][b]Siege Engineering: [/b]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 earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. If the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.[/hider] [hider=Signaling][b]Signaling: [/b]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.[/hider] [hider=Survival][b]Survival: [/b]The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw, but gains a +4 bonus on the roll.[/hider] [hider=Theology][b]Theology: [/b]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 recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognize. The proficiency can be selected multiple times[/hider] [hider=Trapping][b]Trapping:[/b] The character can build simple pits, snares, and deadfalls capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc). With a proficiency throw of 11+ the snare is built properly. The character can also detect and disable simple wilderness pits, snares, deadfalls, etc., as a thief of his class level. This proficiency provides no abilities with regard to mechanical traps in a dungeon, or magical traps of any sort.[/hider][/hider] [b]Dyan the Seer[/b] looks around him. Now that he is an [b]Adventurer,[/b] he can have up to 4 henchman himself. The numbers have dwindled significantly with the recruitment from earlier today. There may be more people to recruit in other locations, though over time the village will repopulate as well. [center][b][h3]Dyan's Choice of Henchman[/h3][/b][/center] [center][img]https://i.gyazo.com/2c5793b8867f5e49cf6abe534fcdd4c1.jpg[/img][/center] [center][b]Gregor the Lumberjack[/b][/center] [color=cccccc][indent]Gregor is 36 and has worked up at the Lumbermill, though it's getting a little dangerous for his liking. He's since been milling around the village when he's been too superstitious to go up there. It's clear he's getting a bit antsy and wants to get out of dodge. In his adolescent years he toyed with the idea of being an adventurer himself, and it looks like he's interested in fulfilling that dream now.[/indent][/color] In exchange for being your Henchman, he wants [b]15%[/b] of the treasure. >Recruit Gregor the Lumberjack? [hider=Labor (Woodcutting)][b]Labor (Woodcutting):[/b] Gregor is highly proficient at Woodcutting. He can make a living from woodcutting, earning 3-12gp per month. With a proficiency throw of 11+, Greggor can use his skill to interpret information from his field of specialisation.[/hider] [hider=Weapon Style (Sword and Shield)][b]Weapon Style (Sword and Shield):[/b] is proficienct at fighting with a sword and shield. He may draw his weapons or ready his shield without having to give up an oppurtunity to move or attack. In addition, he receives a bonus +1 to Armour Class while using his preferred style. These bonuses are in addition to standard bonuses for fighting in the given manner. Gregor may take this proficiency again to select additional fighting styles, such as : pole weapons, missile weapons, single weapons, two-handed weapon, or two weapons fighting. If a character has multiple trained fighting styles, he only receives the bonus for one style in one round.[/hider] [center][b]Old Sailor Asgor[/b][/center] [color=cccccc][indent]Asgor is 54 and used to serve on various ships coming out of Porttown back in his youth. He helps around the village with odd jobs these days, but he's never forgotten how to navigate. Mostly, you've seen him hanging around the inn a fair bit, but few people travel through the Village to play cards with him these days.[/indent][/color] In exchange for being your Henchman, he wants [b]10%[/b] of the treasure. It's hard to say why Asgor wishes to travel with you, but he's probably just bored. >Recruit Old Sailor Asgor? [hider=Navigation][b]Navigation:[/b] Asgor 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. He can serve as a navigator on a seagoing vessel.[/hider][hider=Gambling][b]Gambling:[/b] Asgor has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. Old Sailor Asgor can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.[/hider] [hr] [center][b]Clint the Burly[/b][/center] [color=cccccc][indent]Clint is 40, with plenty of musculature though a bit of a belly developing. He used to adventure but left it all behind for a mining contract that went sour. These days he works the lumbermill, but he's no good at it.[/indent][/color] In exchange for being your Henchman, he wants [b]15%[/b] of the treasure travelling with you. He's hoping to get ahold of his own mine one day and covets a good chance to prove his worth. He looks at you hopefully. >Recruit Clint the Burly? >[Accept | Decline] Henchman's Wish: Help Clint get his own mine one day. [hider=Labor(Mining)][b]Labor(Mining):[/b] Clint is highly proficient at Mining. He can make a living from mining, earning 3-12gp per month. With a proficiency throw of 11+, Clint can use his skill to interpret information from his field of specialisation.[/hider][hider=Adventuring]Clint the Burly lived a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.[/hider] [hr] [center][img]https://i.gyazo.com/2d657862342cecd80cf482fc0a11a76a.jpg[/img][/center] [hr] [hr] [@Lugia] Cynthia will gain 10% bonus experience due to having a high primary stat (intelligence). Please note: As Cynthia is a Monster Class and a Caster, her needed experience to get to Monster Class 2 is significantly higher. Experience Amounts: [indent]Thieves have the lowest threshhold to get to level 2. Bards have the second lowest threshhold to get to level 2, followed shortly by Clerics. Assassins have a low threshhold to get to level 2. Explorers and Fighters have a moderate threshold to reach level 2. Mages have a high threshold to reach level 2. Monster classes have a high threshold to advance, with a higher threshold for caster monsters. [b]As Cynthia has a high Intelligence,[/b] she gains a new spell, and may also pick an additional General Proficiency. Her spellbook includes the spell: [color=lightskyblue][b]Spider Climb[/b][/color][/indent] >Pick [General Proficiency] [hider=Cynthia's Additional General Proficiency Slot Options][hider=Alchemy][b]Alchemy:[/b] The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+. If the character takes this proficiency twice, he can work as an apothecary or alchemical assistant. If the character takes this proficiency three times, he is an alchemist himself, and can work as per the Alchemy specialised proffession.[/hider] [hider=Animal Husbandry][b]Animal Husbandry: [/b]The character has the ability to treat wounds and diagnose illnesses in animals. A proficiency throw of 11+ 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 automatically regains an extra 1d3 hit points per day. If the character selects Animal Husbandry twice, he can neutralize poison or cure disease, or cure light wounds with a proficiency throw of 18+, attempting once per day per animal. If the character selects Animal Husbandry three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per animal, and can cure mortal wounds with a proficiency throw of 18+, once per day per animal. At any one time, a character can treat three animals, plus an additional one each time Animal Husbandry is selected.[/hider] [hider=Animal Training()][b]Animal Training: [/b] The character knows how to breed, groom, and train a particular type of animal. The animal can be taught simple tricks or orders. A character who wants to train two or more different animal types must choose this proficiency more than once. A character with proficiency in training an animal may choose a fantastic creature of a similar type with this proficiency. For example, a bear trainer could learn to train owlbears, or a horse trainer learn to train pegasi. Regardless of the type, animals must begin their training while still young. Initial training, which simply makes the animal safe for handling, takes one month. Each additional task or trick taught thereafter takes an additional 1d4 weeks. An animal can be taught a maximum of 2d4 different tasks or tricks. The animal trainer will only learn the animal’s limit when he reaches it.[/hider] [hider=Art][b]Art: [/b]The character can create a particular type of art (e.g., painting, sculpture, mosaic). The character must choose the type of art at the time he chooses the proficiency. He can spend more proficiency selections to have several types of art proficiencies. The character is considered an apprentice in his field. He can create 10gp per month of artwork, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. If a character selects the same field of art twice, he is considered a journeyman in his trade. He can create 20gp per month of artwork, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master of his field. He can create 40gp per month of artwork, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this field of art.[/hider] [hider=Bargaining][b]Bargaining: [/b]The character gets the best deals available for goods, services, and information. Any items the character purchases costs 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. A character may 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.[/hider] [hider=Collegiate Wizardry][b]Collegiate Wizardry: [/b] The character has received some simple mage training from a Mage's Guild, Wizard's Collage, or a wandering caster. He 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 proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize. A character may select this proficiency additional times for other aspects of magic. This proficiency can be taken again to develop other crafts.[/hider] [hider=Craft][b]Craft: [/b] The character has studied under a guild craftsman, such as an armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith. The character is considered an apprentice in his trade. He can manufacture 10gp per month of goods, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. The character must choose the craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of craft proficiencies. If a character selects the same craft twice, he is considered a journeyman in his trade. He canmanufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master craftsman. He can manufacture 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this craft.[/hider] [hider=Diplomacy][b]Diplomacy: [/b]The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.[/hider] [hider=Disguise][b]Disguise: [/b]The character can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.[/hider] [hider=Endurance][b]Endurance: [/b]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 Constitution bonus.[/hider] [hider=Engineering][b]Engineering: [/b] 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 assess what shape they are in, when and by whom they were built, etc., with a proficiency throw of 11+. Each time this proficiency is taken, the character can supervise 25,000gp worth of permanent construction. A character who has taken this proficiency four times is the equivalent of an engineer specialist.[/hider] [hider=Gambling][b]Gambling:[/b] The character has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.[/hider] [hider=Healing][b]Healing: [/b]The character is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if it is mundane, he can diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day. If the character selects the Healing Proficiency twice, he can neutralise poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character takes this proficiency three times, he can neutralize poison, cure disease and cure serious wounds with a proficiency throw of 14+ once per day per patient. The character can use Healing Herbs (e.g. blackwort, comfrey, goldenrod, woundwort) bought in most places or foraged in the wilderness, to heal additional damages or to gain a bonus to his proficiency throws. In any one day, the character can supervise three different patients, plus an additional one for each skill level in Healing he has taken. At rank 1 Healing, the character receives the title Healer. He can earn 25 gp a month working as a healer. At rank 2 Healing, he receives the title Physicker and can make 50gp a month. At rank 3 Healing, the character would receive the title Chirugeon and make 100gp per month.[/hider] [hider=Intimidation][b]Intimidation:[/b] The character knows how to bully others to get what he wants. He receives a +2 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be 5 HD or less, or the characters and his allies must outnumber or grossly outrank the targets.[/hider] [hider=Knowledge][b]Knowledge: [/b]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 could work as a sage of the subject (a type of specialist).[/hider] [hider=Labor][b]Labor: [/b]The character is highly proficient at a particular type of physical labor, such as bricklaying, farming, mining, or stonecutting. The character can make his living off his labors, earning 3-12gp per month. With a proficiency throw of 11+, the character can interpret information in light 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 this proficiency multiple times.[/hider] [hider=Language][b]Language: [/b] 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.[/hider] [hider=Leadership][b]Leadership: [/b]The character is an inspirational authority figure who earns great loyalty. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any domain he rules is increased by 1.[/hider] [hider=Lip Reading][b]Lip Reading: [/b]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 may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. The character receives a +1 bonus to carousing and spying hijinks.[/hider] [hider=Manual at Arms][b]Manual at Arms[1]:[/b] Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills: [indent]• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry. [/indent] Manual at Arms can be levelled up. At skill rank 2, Daniel earns 50gp a month. Daniel can train up to 50 soldiers per training period.[/hider] [hider=Mapping][b]Mapping: [/b]The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory.[/hider] [hider=Military Strategy][b]Military Strategy: [/b]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 may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3.[/hider] [hider=Mimicry][b]Mimicry:[/b] 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 listeners into believing they have heard the actual animal. This proficiency can be selected multiple times[/hider] [hider=Naturalism][b]Naturalism: [/b]The character is knowledgeable of common plant and animal life forms in terrain typical to his 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 his known terrain with a proficiency throw of 11+. This proficiency can be selected multiple times.[/hider] [hider=Navigation][b]Navigation: [/b]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 (both land and on sea). He can serve as a navigator on a seagoing vessel.[/hider] [hider=Performance][b]Performance: [/b]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+. If a character selects the same type of performance twice, he is considered a journeyman in his trade. He can earn 20gp per month from his performances, and lead a troupe of up to 3 apprentices, increasing their productivity by 50%. If he selects the same type of performance three times, he is considered a master of his field. He can earn 40gp per month from his performances, and lead a troupe of up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. Note that bards automatically begin play with this ability at the apprentice level as part of their class.[/hider] [hider=Profession][b]Profession: [/b]The character is highly skilled at a civil profession such as actuary, banker, chamberlain, judge, lawyer, librarian, merchant, restaurateur, scribe, or steward. He is considered an apprentice in his profession. He can earn 25gp per month for his services, and can make expert commentary on subjects pertaining to his profession with a proficiency throw of 11+. A further rank will enable the character to become a licensed practitioner, and he can ear 50gp a month for his services. He can also supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same profession three times, he is considered a master. He can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.[/hider] [hider=Riding][b]Riding: [/b]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 its 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.[/hider] [hider=Seafaring][b]Seafaring: [/b] The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists. If he selects this proficiency three times, he is a master mariner. When tacking, a master mariner’s ship has its movement rate reduced by only one category rather than by two, and his ship’s chance to evade is increased by +5.[/hider] [hider=Seduction][b]Seduction:[/b] The character is either naturally alluring or a practiced seducer. He always receives a +2 bonus on reaction rolls with the opposite sex of similar species.[/hider] [hider=Siege Engineering][b]Siege Engineering: [/b]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 earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. If the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.[/hider] [hider=Signaling][b]Signaling: [/b]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.[/hider] [hider=Survival][b]Survival: [/b]The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw, but gains a +4 bonus on the roll.[/hider] [hider=Theology][b]Theology: [/b]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 recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognize. The proficiency can be selected multiple times[/hider] [hider=Trapping][b]Trapping:[/b] The character can build simple pits, snares, and deadfalls capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc). With a proficiency throw of 11+ the snare is built properly. The character can also detect and disable simple wilderness pits, snares, deadfalls, etc., as a thief of his class level. This proficiency provides no abilities with regard to mechanical traps in a dungeon, or magical traps of any sort.[/hider] [/hider] [hr] [hr] [@Shovel][@Duthguy] Ulrand looks back and forwards between you both, looking somewhat relaxed. "There are a majority of reasons for that. Upset does not come into it, and I have no dislike of the village peoples, but I must distribute my forces optimally given the current threats we face. I was required to re-deploy a number of my men to the front lines some time ago. We have not been able to attend to all our duties since. I am in the process of recruiting adventurers for help in defending the local peoples, but it is a slow process. Too few travel through this sector and fewer still take the work on offer."