Table Générale
Groups: G = General; P = Priest; F = Fighter (Warrior);
M = Mage; R = Rogue (Thief)
Proficiency |
Slots Required |
Relevant Ability |
Modifier |
Group |
Accurate Throwing |
2 |
Dexterity |
-1 |
G |
Agriculture |
1 |
Intelligence |
0 |
G |
Agriculture (Specialist) |
1 |
Intelligence |
0 |
G |
Alchemy |
3 |
Wisdom |
Sp. |
M |
Alertness |
1 |
Intelligence |
0 |
R,F |
Ancient History |
1 |
Intelligence |
-1 |
G |
Ancient Magic History |
1 |
Wisdom |
0 |
M |
Animal Handling |
1 |
Wisdom |
-1 |
G |
Animal Handling/Training (Aerial-(Falconer)) |
1 |
Wisdom |
-1 |
G |
Animal Handling/Training (Aquatic) |
1 |
Wisdom |
-1 |
G |
Animal Healing |
1 |
Wisdom |
-2 |
P,F |
Animal Lore |
1 |
Intelligence |
0 |
R |
Animal Lore Aquatic |
1 |
Intelligence |
0 |
R |
Animal noise |
1 |
Wisdom |
0 |
P,R |
Animal Training |
1 |
Wisdom |
0 |
F |
Appraising |
1 |
Intelligence |
0 |
G |
Architecture |
2 |
Intelligence |
-1 |
G |
Armorer |
2 |
Intelligence |
-2 |
P,M |
Artillerist |
1 |
Intelligence |
0 |
F |
Artistic Ability |
1 |
Wisdom |
0 |
G |
Astrology |
2 |
Intelligence |
0 |
R,F |
Astronomy |
2 |
Wisdom |
0 |
P,M |
Banking, Finance & Speculation |
1 |
Intelligence |
-1 |
G |
Begging |
1 |
Charisma |
-1 |
R |
Blacksmithing |
1 |
Strength |
0 |
F |
Blind-fighting |
2 |
NA |
NA |
G |
Boating |
1 |
Dexterity |
0 |
G |
Boatwright |
1 |
Wisdom |
-1 |
G |
Bowyer & Fletcher |
1 |
Dexterity |
-1 |
G |
Brewing (Agriculture Specialist) |
1 |
Intelligence |
0 |
F |
Calligraphy |
1 |
Dexterity |
-1 |
P |
Carpentry |
1 |
Strength |
0 |
G |
Cartography |
1 |
Intelligence |
-1 |
P,M |
Charioteering |
1 |
Dexterity |
2 |
G |
Cobbling |
1 |
Dexterity |
0 |
G |
Cooking |
1 |
Intelligence |
0 |
G |
Dancing |
1 |
Dexterity |
0 |
R |
Deep Diving |
1 |
Constitution |
-1 |
G |
Demi-hum. & Humanoid Lore |
1 |
Wisdom |
-1 |
G |
Diplomacy |
1 |
Intelligence |
0 |
G |
Direction Sense |
1 |
Wisdom |
1 |
F |
Disguise |
1 |
Charisma |
-1 |
P,M |
Eloquence |
1 |
Charisma |
-1 |
G |
Endurance |
2 |
Constitution |
0 |
G |
Engineering |
2 |
Intelligence |
-3 |
G |
Etiquette |
1 |
Charisma |
0 |
G |
Fast-Talking |
1 |
Charisma |
-1 |
R |
Fire-building |
1 |
Wisdom |
-1 |
R |
Fishing |
1 |
Wisdom |
-1 |
R |
Forgery |
1 |
Dexterity |
-1 |
F |
Fortune Telling |
1 |
Intelligence |
0 |
R,M |
Furrier |
1 |
Intelligence |
0 |
G |
Gaming |
1 |
Charisma |
0 |
G |
Gem Cutting |
2 |
Dexterity |
-2 |
G |
Gems & Jewels Lore |
1 |
Wisdom |
-1 |
M,R |
Geography |
2 |
Wisdom |
-1 |
G |
Geology |
2 |
Wisdom |
-1 |
G |
Haidress/Maquillage |
1 |
Dexterity |
0 |
R |
Healing |
2 |
Wisdom |
-2 |
P,M |
Healing Animal |
2 |
Wisdom |
-2 |
P |
Heraldry Coat of Arms, Nations, Ships |
1 |
Intelligence |
0 |
G |
Herbalism |
2 |
Intelligence |
-2 |
R |
History (General Human) |
1 |
Wisdom |
-1 |
G |
History (Local) |
1 |
Wisdom |
-1 |
G |
History (non-Human) |
1 |
Wisdom |
-1 |
G |
Hunting |
1 |
Wisdom |
-1 |
F,R,P |
Illuminating |
1 |
Wisdom |
-1 |
G |
Info. Gathering |
1 |
Intelligence |
0 |
R |
Intimidation |
1 |
Charisma |
0 |
P,R,M |
Juggling |
1 |
Dexterity |
-1 |
P,M |
Jumping |
1 |
Strength |
0 |
G |
Lake & Rivers Lore |
1 |
Wisdom |
0 |
G |
Languages, Ancient |
1 |
Intelligence |
0 |
G |
Languages, Modern |
1 |
Intelligence |
0 |
P,R |
Law (General) & Customs |
2 |
Wisdom |
0 |
G |
Leader & Military Terrain Tactics |
2 |
Intelligence |
-3 |
F |
Leatherworking |
1 |
Intelligence |
0 |
G |
Legends & Folklore |
1 |
Wisdom |
0 |
G |
Limner |
1 |
Wisdom |
0 |
P,M |
Local History |
1 |
Charisma |
0 |
F |
Locksmithing |
1 |
Dexterity |
-1 |
R |
Magic Lore Miscellaneous |
1 |
Wisdom |
-1 |
M |
Magic Lore Potions |
1 |
Wisdom |
-1 |
M |
Magic Lore Rings |
1 |
Wisdom |
-1 |
M |
Magic Lore Rod Staves Wands |
1 |
Wisdom |
-1 |
M |
Magic Lore Shields & Armors |
1 |
Wisdom |
-1 |
M,F |
Magic Lore Weapons |
1 |
Wisdom |
-1 |
M,F |
Military Strategy, Mass Commanding & Supply |
2 |
Intelligence |
-2 |
F |
Mining |
2 |
Wisdom |
-3 |
G |
Monster Lore |
1 |
Wisdom |
-1 |
M |
Mountaineering |
1 |
NA |
NA |
G |
Musical Instrument |
1 |
Dexterity |
-1 |
G |
Navigation |
1 |
Intelligence |
-2 |
G |
Normal Climbing / Balance |
1 |
Dexterity |
-1 |
G |
Orientation |
1 |
Intelligence |
-1 |
G |
Pharmacy |
1 |
Wisdom |
-1 |
R,P |
Botany, Plant Lore |
2 |
Wisdom |
-1 |
P,M |
Pole Vaulting |
1 |
Dexterity |
-1 |
R |
Politics |
1 |
Intelligence |
-1 |
G |
Pottery |
1 |
Dexterity |
-2 |
G |
Quick Draw |
1 |
Dexterity |
0 |
F,R |
Reading Lips |
2 |
Intelligence |
-2 |
G |
Reading/Writing |
1 |
Wisdom |
1 |
G |
Regeneration by Sleep |
3 |
Special |
Sp. |
F,R |
Religion |
1 |
Wisdom |
0 |
G |
Riding Sea-based |
2 |
Dexterity |
-1 |
G |
Riding, Airborne |
2 |
Wisdom |
-2 |
G |
Riding, Land-Based |
1 |
Wisdom |
3 |
G |
Rope Use |
1 |
Dexterity |
0 |
G |
Running |
1 |
Constitution |
-6 |
G |
Sea Lore |
1 |
Wisdom |
-1 |
G |
Seamanship |
1 |
Dexterity |
1 |
R,F,M |
Seamstress/Tailor |
1 |
Dexterity |
-1 |
G |
Set Snares, Ambush |
1 |
Dexterity |
-1 |
P,M |
Shipwright |
1 |
Wisdom |
0 |
G |
Shop/Trade Operations |
1 |
Wisdom |
0 |
G |
Singing |
1 |
Charisma |
0 |
G |
Skating |
1 |
Dexterity |
-2 |
G |
Skiing |
1 |
Dexterity |
-4 |
G |
Spellcraft |
1 |
Intelligence |
-2 |
P,F,R |
Sprint Running |
1 |
Strength |
-3 |
R |
Stonemasonry |
1 |
Strength |
-2 |
G |
Street Fighting/Brawling |
1 |
Dexterity |
0 |
R,F |
Street Sense |
1 |
Intelligence |
0 |
R |
Surfing |
1 |
Dexterity |
-4 |
G |
Survival |
2 |
Intelligence |
0 |
R,F |
Swimming |
1 |
Strength |
0 |
G |
Symbols, Glyphs & Runes |
1 |
Intelligence |
0 |
P,M |
Theology |
1 |
Wisdom |
-2 |
P |
Throwing Accuracy |
2 |
Dexterity |
-1 |
G |
Tightrope Walking |
1 |
Dexterity |
0 |
R |
Torturing |
1 |
Intelligence |
-1 |
G |
Tracking |
2 |
Wisdom |
0 |
R |
Trailing |
2 |
Wisdom |
-2 |
R,F |
Tumbling |
1 |
Dexterity |
0 |
F |
Ventriloquism |
1 |
Intelligence |
-2 |
G |
Voice mimicry |
1 |
Charisma |
-1 |
R |
Weapon Lore |
1 |
Wisdom |
0 |
F |
Weaponsmithing |
3 |
Intelligence |
-3 |
G |
Weather Sense |
1 |
Wisdom |
-1 |
G |
Weaving |
1 |
Intelligence |
0 |
G |
Wide Trade (+ Appraising Ship/Cartload) |
1 |
Wisdom |
-1 |
G |
Wines & Spirits Expertise÷… |
1 |
Wisdom |
0 |
G |
Descriptions
This proficiency enables a character to accomplish amazing feats with rope. A character with rope use proficiency is familiar with all sorts of knots and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. If the character's hands are bound and held with a knot, he can roll a proficiency check (with a -6 penalty) to escape the bonds. This character gains a +2 bonus to all attacks made with a lasso. The character also receives a +10% bonus to all climbing checks made while he is using a rope, including attempts to belay (secure the end of a climbing rope) companions.
The character is familiar with boats and ships. He is qualified to work as a crewman, although he cannot actually navigate. Crews of trained seamen are necessary to manage any ship, and they improve the movement rates of inland boats by 50 percent.
The character can sew and design clothing. He can also do all kinds of embroidery and ornamental work. Although no proficiency check is required, the character must have at least needle and thread to work.
The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not work for some reason. It may be that the workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem does not need to be known. The character can also attempt to set traps and snares for larger creatures: tiger pits and net snares, for example. A proficiency check must be rolled, this time with a -4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered.
Thief characters (and only thieves) with this proficiency can also attempt to rig man-traps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a man-trap.
Tracking Modifiers
Terrain |
Modifier |
Soft or muddy ground |
4 |
Thick brush, vines, or reeds |
3 |
Occasional signs of passage, dust |
2 |
Normal ground, wood floor |
0 |
Rocky ground or shallow water |
-10 |
Every two creatures in the group |
1 |
Every 12 hours since trail was made |
-1 |
Every hour of rain, snow, or sleet |
-5 |
Poor lighting (moon or starlight) |
-6 |
Tracked party attempts to hide trail |
-5 |
For tracking to succeed, the creature tracked must leave some type of trail. Thus, it is virtually impossible to track flying or noncorporeal creatures. The DM may allow this in rare instances, but he should also assign substantial penalties to the attempt.
To track a creature, the character must first find the trail. Indoors, the tracker must have seen the creature in the last 30 minutes and must begin tracking from the place last seen. Outdoors, the tracker must either have seen the creature, have eyewitness reports of its recent movement ("Yup, we saw them orcs just high-tail it up that trail there not but yesterday."), or must have obvious evidence that the creature is in the area (such as a well-used game trail). If these conditions are met, a proficiency check is rolled. Success means a trail has been found. Failure means no trail has been found. Another attempt cannot be made until the above conditions are met again under different circumstances.
Once the trail is found, additional proficiency checks are rolled for the following situations:
Once the tracker fails a proficiency check, another check can be rolled after
spending at least one hour searching the area for new signs. If this check is failed,
no further attempts can be made. If several trackers are following a trail, a +1
bonus is added to the ability score of the most adept tracker. Once he loses the
trail, it is lost to all.
If the modifiers lower the chance to track below 0 (for example, the modifiers are
-11 and the character's Wisdom is 10), the trail is totally lost to that character
and further tracking is impossible (even if the chance later improves). Other characters
may be able to continue tracking, but that character cannot.
A tracking character can also attempt to identify the type of creatures being followed
and the approximate number by rolling a proficiency check. All the normal tracking
modifiers apply. One identifying check can be rolled each time a check is rolled
to follow the trail. A successful check identifies the creatures (provided the character
has some knowledge of that type of creature) and gives a rough estimate of their
numbers. Just how accurate this estimate is depends on the DM.When following a trail,
the character (and those with him) must slow down, the speed depends on the character's
modified chance to track: at 14 or greater chance to track move is 3/4 normal.
Intelligence |
Modifier |
less than 3 |
6 |
3-5 |
4 |
6-8 |
2 |
9-14 |
0 |
15-16 |
-1 |
17-18 |
-2 |
19+ |
-4 |
Weapon Construction |
Construction Time |
Weapon Cost |
Arrowhead |
10/day |
1 cp |
Battle Axe |
0 days |
10 sp |
Hand Axe |
5 days |
5 sp |
Dagger |
5 days |
2 sp |
H. Crossbow |
20 days |
10 sp |
L. Crossbow |
15 days |
5 sp |
Fork, Trident |
20 days |
10 sp |
Spear, Lance |
4 days |
4 sp |
Short Sword |
20 days |
5 sp |
Long Sword |
30 days |
10 sp |
2-hd Sword |
45 days |
2 gp |