The World Upturn'd (LotFP)
Adventuring: The character is well-equipped for a life of adventure. They know how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. They have a rough idea of the value of common coins, trade goods, gems, and jewelry. All PCs are assumed to have Adventuring for purposes of accomplishing the basics of adventuring, and the proficiency throw of more complex adventuring tasks is 18+ (this proficiency can be taken up to four times for an additional -4 to the throw number).
Acrobatics: The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains a + 2 to saving throws where dexterity would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 20+ to tumble behind an opponent in melee. The proficiency throw required for the tumble is reduced by 1 per level of experience the character possesses. If successful, the character is behind their opponent. The opponent can now be attacked with + 2 bonus to the attack throw, and gains no benefit from their shield. Characters eligible to sneak attack an opponent gain their usual + 4 on the attack throw and bonus to damage. Characters with an encumbrance of [TBD] or more may not tumble.
Alchemy: The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+. If the character takes this proficiency twice, they can work as an apothecary or alchemical assistant. If the character takes this proficiency three times, they is an alchemist himself (see Referee for details).
Alertness: The character gains a + 4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ they can notice secret doors with just casual observation and gain a + 1 bonus to avoid surprise.
Ambushing: When the character attacks with surprise, they get a + 4 bonus on attack throws and deal double damage on the attack. This proficiency can only be taken once, and does not stack with the ability to Sneak Attack.
Animal Husbandry: 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, they 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, they 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.
Animal Training: 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 they reach it.
Apostasy: The character has learned knowledge forbidden to his order. They may select 4 divine spells not normally available to worshippers of their god and add them to their repertoire.
Arcane Dabbling: The character may attempt to use wands, staffs, and other magic items only useable by mages. At level 1, the character must make a proficiency throw of 18+ or the attempt backfires. The proficiency throw required reduces by 2 per level, to a minimum of 3+.
Art: The character can create a particular type of art (e.g., painting, sculpture, mosaic, carved idols). The character must choose the type of art at the time they choose the proficiency. They can spend more proficiency selections to have several types of art proficiencies. The character is considered an apprentice in their field. He can create [TBD} gp 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, they are considered a journeyman in their trade. They can create [TBD] gp per month of artwork, and supervise up to 3 apprentices, increasing their productivity by 50%. If they select the same craft three times, they are considered a master of their field, and can can create [TBD] gp per month of artwork, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%, and can work as a Master in this field of art (see the Referee about Hiring Masters).
Bargaining: 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 they sell 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 their reaction roll when negotiating with other bargainers.
Battle Magic: The character gains a + 1 initiative bonus when casting spells. They are considered 2 class levels higher than their actual level of experience for purposes of dispelling magic or penetrating a target’s magic resistance. [TBD] Counterspells, Spell Dueling.
Beast Friendship: The character is well-schooled in the natural world. They can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). They gain + 2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.
Berserkergang: The character may enter a berserker rage. While enraged, they gain a + 2 bonus to attack throws and becomes immune to fear. However, the character has a -2 penalty to AC and cannot retreat from combat. Once it has begun, a berserker rage cannot be ended until combat ends.
Black Lore: Despite their forbidden nature, the character has studied terrible necromancies and ancient dark magics. They can control undead as a Chaotic cleric of one half their class level. If the character casts spells that require a saving throw versus Death, their targets suffer a -2 penalty on the save. When the character casts necromantic spells (such as animate dead), the spell effects are calculated as if they were two class levels higher than their actual level of experience. He may also conduct necromantic research (see Referee for details as if they were two class levels higher than actual.
Blind Fighting: The character can fight a target without being able to see it. Blind Fighting is typically used when the character is in darkness or when the target is outside the range of their sight. A character with this proficiency suffers only a -2 penalty on attack throws when blinded or fighting invisible enemies instead of the base -4 penalty.
Brewing: The character knows how to brew beer, mead, wine, and other spirits. Because of their familiarity with mixology, they may make a proficiency throw of 11+ to determine the magical properties of a potion or oil on taste. They gain a + 4 bonus to proficiency throws to craft alcoholic beverages.
Bribery: The character is exceptionally skilled at bribing officials with gifts of money or merchandise. Offering a bribe permits an additional reaction roll during encounters, with the throw modified by the size of the bribe. As a general rule, a bribe equal to one day’s pay for the target provides a +1 bonus, a week’s pay provides a +2 bonus, and a month’s pay provides a +3 bonus. Only one bribe can be attempted per target in any given situation.
Caving: The character has learned to keep a map in their head of where he is when exploring underground caves, cavern complexes, and rivers. On a proficiency throw of 11+, the character with this proficiency will be able to automatically know the route they have taken to get where they are, if they were conscious at the time.
Catwalking: The character knows how to deftly move across narrow and precarious surfaces. They may balance on thin ledges or tight ropes by making a proficiency throw to climb walls. If the character falls while climbing, the player may make a second proficiency throw with a -4 penalty in order to catch themselves and prevent any damage.
Climbing: The character can climb cliffs, branchless trees, walls, and other sheer surfaces, without climbing aids, at a level on the Trained Sneakery Skills Table equal to their class level. They require a proficiency throw for each 100' they intend to climb. If the roll fails, they fall a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 points of damage per 10 feet. Characters proficient in climbing can move at 1/4 of their standard combat movement rate; non-proficient characters move at 1/8 the rate.
Collegiate Wizardry: The character has received formal magical education from a wizard’s guild. 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 proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize (Referee’s discretion). A character may select this proficiency additional times.
Combat Casting: The character can avoid losing a spell by being interrupted or taking damage during the round, if they make a saving throw versus Poison. If they do not make the throw, they still lose the spell, but the character 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.
Combat Reflexes: True warriors never hesitate in combat. The character gains a + 1 bonus on surprise rolls and initiative rolls (does not apply when casting spells).
Combat Trickery: The character is a cunning and tricky fighter. Pick a special maneuver from any one of the following: Disarm, Force Back, Incapacitate, Knock Down, Overrun, Sunder, or Wrestle. When the character attempts this special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and their opponent suffers a -2 penalty to any saving throw to resist the special maneuver. See Referee for more details. A character may take Combat Trickery multiple times, selecting an additional special maneuver to learn each time.
Command: The character has mastered the art of command. Their authority inspires others to follow the character into danger. The character’s henchmen and mercenaries receive a + 2 bonus to morale.
Contemplation: The character may enter a meditative trance and re-gain the ability to cast a spell of a level they had previously expended. Contemplation requires one hour (6 turns) of undisturbed meditation. A character may not regain the same level of spell more than once per day through contemplation.
Contortionism: The character is extremely flexible, able to squeeze or fold their body in ways that seem humanly impossible, including squeezing between bars and escaping chains and restraints. They may make a proficiency throw of 18+ each round to escape from bonds or to slip between the bars of a portcullis.
Craft: 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 their trade. They can manufacture [TBD] gp 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. They can spend more proficiency selections to have several types of craft proficiencies. If a character selects the same craft twice, they are considered a journeyman in the trade. They can manufacture [TBD] gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. If they select the same craft three times, they are considered a master craftsman. They can manufacture [TBD] gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. They can be hired and work as a professional Master in this craft (see Referee about Hiring Masters).
Diplomacy: The character is smooth-tongued and familiar with protocol. They receives a + 2 bonus on all reaction rolls when they attempt to parley. This proficiency may be taken multiple times for an additional + 2 for each time taken.
Disguise: The character can make themselves or someone else 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. This proficiency can be taken two additional times, to a minimum roll of 3+, with an additional -2 to saving throws for each time it is taken.
Divine Blessing: The character knows how to propitiate the gods and gain their favor. They gain a + 2 bonus to all saving throws.
Divine Health: The character knows how to purify his body and soul. They are immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes.
Dungeon Bashing: The character is hardened to the heavy lifting and physical labor involved in dungeon exploration. The character receives a + 4 bonus on throws to open doors and similar acts of brute strength.
Eavesdropping: The character can hear noises at a level on the Trained Sneakery Skills Table equal to their class level. The character can attempt to listen for noises in a cave or hallway, and at a door or other locations; they must be quiet and in a quiet environment in order to do so.
Elementalism: Choose an element (air, earth, fire, water). Spells using this element do + 1 damage per die and impose a -2 saving throw penalty on the target. Elementals summoned from this element gain + 1 HP per Hit Die. The character’s magic missiles can be considered to be of this element, if they desire.
Endurance: The character is nearly tireless. They do not need to rest every 6 turns, and can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
Engineering: 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+. This proficiency can be taken multiple times; each time this proficiency is taken, the character can supervise [TBD] gp worth of permanent construction. A character who has taken this proficiency four times is the equivalent of Master Engineer (see Referee about Hiring Masters).
Familiar: The character gains a familiar, a magical animal companion. The familiar will be a creature appropriate to the character’s alignment and other powers (as determined by the Referee). The familiar always has a number of Hit Dice and maximum hit points equal to ½ its master’s own; Intelligence equal to its master’s Intelligence; and a number of general and class proficiencies equal to its masters, selected from its master’s class list. The familiar can always understand any languages spoken by its master, and the character will be able to understand the familiar’s speech, though no one else will without resorting to speak with animals. The familiar is utterly loyal to its master and will fight for them, perform services, and generally obey
their commands. While the familiar is within 30', the character receives + 1 on saving throws, but if the familiar is ever killed, the character must save versus Poison or instantly take damage
equal to the familiar’s maximum total hit points. A character does not gain a new familiar if it is slain until they have gained a level of experience.
Fighting Style: The character chooses to become proficient in a particular fighting style, such as two-weapon fighting or weapon and shield. Because of their familiarity with the fighting style, a proficient character may draw their weapon(s) and/or ready a shield 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 and their bonuses are listed below:
Bonuses are in addition to the standard bonuses for fighting in the given manner. For instance, a character with weapon and shield fighting style proficiency gains a total improvement to their AC of 2 points. 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, they may only apply the bonus for one style in any given round. For example, if a character armed with a spear and a shield has both the pole weapon and weapon and shield fighting style proficiencies, they must choose between + 1 initiative rolls or + 1 to AC, but not both.
Gambling: The character has the ability to win money in games of skill (competitive card games) and betting. They can earn [TBD] gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing their monthly income by [TBD] gp with each selection. [TBD] Cheating. If multiple characters with Gambling proficiency face each other in a game of skill and betting, they should each roll the appropriate number of d6s as if measuring their monthly gambling income. Whichever gambler rolls the higher total has won the first round (hand, trick, etc.). Losers must either exit the game or increase their bet by rolling the dice again and adding it to the total. This continues until no gambler is willing to increase the bet, at which time the gambler with the highest cumulative total wins the game. The losers must each pay the winner the total amount of their rolls. If all gamblers agree, the game can be for higher stakes. This can be as simple as multiplying the total rolled by 5, 10, or even 1,000+, or as complex as requiring the loser to turn over domains and castles.
Goblin-Slaying: The character has been trained to ruthlessly cut down goblinoid and giant foes. They receive + 1 on attack throws and damage rolls against kobolds, goblins, orcs, gnolls, hobgoblins, bugbears, ogres, trolls, and giants. This proficiency can be taken up to four times, giving a + 1 to attacks and damage for each time taken.
Healing: The character is especially skilled at treating wounds and diagnosing illnesses among humans and most demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day. If the character selects Healing twice, they can neutralize poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character selects Healing three times, they can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per patient. A character with Healing proficiency can use healing herbs to heal additional damage (see Referee for details) or gain a bonus on their proficiency throws. In any one day, a character can supervise three different patients, plus an additional one each time Healing is selected.
Illusion Resistance: The character receives + 4 bonus on saving throws to disbelieve magical illusions.
Intimidation: The character knows how to bully others to get what they want, receiving a + 2 bonus on all reaction rolls when implicitly or explicitly threatening violence, death, or other dire consequences. The target must be 5 HD or less, or the character and their allies must outnumber or grossly outrank the targets.
Knowledge: 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 a 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 their area of knowledge. The character must choose his area of knowledge at the time they choose the proficiency. They can spend more proficiency selections to have several different areas of knowledge. If a character selects the same knowledge twice, they are an expert in the subject and can train students and write books on the topic. If they selects the same subject three times, they can be hired and work as a Sage of the subject (see Referee about Hiring Masters).
Labor: 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 [TBD] gp per month. With a proficiency throw of 11+, the character can interpret information in light of their 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.
Language: 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 their 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.
Laying on Hands: The character can heal themselves or another by laying on hands once per day. The character can restore 2 hit points per experience level. A character may take this proficiency multiple times. Each time it is taken, the character may lay on hands an additional time per day.
Leadership: The character is an inspirational authority figure who earns great loyalty. The character may hire one more henchman than their Charisma would otherwise permit, and the base morale score of any domain they rule is increased by 1 (see Referee about domain rules)
Lip-reading: The character can read conversations spoken in a language they understand if they can clearly see the mouth of their subject speaking. If the subject is not speaking clearly in bright light, the character may need to make a successful proficiency throw to in order to determine if they glean the appropriate information. Characters with Lip-reading proficiency receive a +1 bonus to carousing and spying hijinks (see Referee about carousing and spying hijinks).
Lockpicking: With the aid of thieves’ tools, the character may pick mechanical locks. If they fail to pick a particular lock, they may attempt the same lock again but at a -10; if they fail the third time, they may not attempt again until they reach a higher experience level. The Referee may apply bonuses or penalties to the roll, depending on the complexity of the lock. The character may select the proficiency a second time to become an expert with locks, receiving a + 2 bonus, and they may attempt to open a lock in one round (rather than one turn) by making a successful proficiency throw with a -6 penalty.
Loremastery: The character is knowledgeable 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 artifact. The proficiency throw required reduces by 1 per class level.
Magical Engineering: The character has specialized knowledge of magical items. He gains a + 1 to magical research throws. He can recognize most common magical items after careful investigation with a proficiency throw of 11+, but is unable to recognize uncommon or unique magical items, to divine command words, to distinguish trapped or cursed items from safe ones, or to assess the specific bonus or number of charges remaining in an item. This proficiency can be selected multiple times, each time adding an additional +1 bonus to magical research throws and reducing the proficiency throw required to recognize common items by 4.
Magical Music: The character can perform music that can serenade members of the opposite gender (as a charm person spell) or tame savage beasts (as a sleep spell). The character must succeed on an appropriate Performance proficiency throw to use Magical Music. If successful, the charm or sleep effect begins immediately and lasts until the character stops performing. If the character performs for a full turn (10 minutes), the effect has the duration of the spell. Magical music has no effect if used against creatures that are already in combat.
Manual of Arms: 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 [TBD] gp per month 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 they 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 earns [TBD] per month 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.
Mapping: The character can understand and make maps, even if they cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory. This proficiency can be selected multiple times.
Martial Training: As a crusader of the faith, the character has had training that supersedes the normal religious strictures of their order. Select one of the following types of weapons and add these to the list of weapons permitted to the character: (1) axes; (2) bows/crossbows; (3) flails/hammers/maces; (4) swords/daggers; (5) spears/pole arms; (6) bolas/nets/slings/saps/staffs.
Military Strategy: The character has studied the art of war and the methods of the great captains. They can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under their 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.
Mimicry: 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.
Mountaineering: 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, equivalent to their class level on the Trained Sneakery Skills Table. This proficiency does not allow the character to climb sheer surfaces during combat or without extensive gear.
Mystic Aura: The character has learned to project their magical powers in a way that causes awe in those in the character’s presence. The character gains a +2 bonus to reaction rolls to impress and intimidate people they encounter. If this bonus results in a total of 12 or more, the subjects act as if charmed while in their presence.
Naturalism: The character is knowledgeable about 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 with a proficiency throw of 11+. This proficiency can be selected multiple times.
Rangercraft: The character is either a trained military scout, or has lived nearly their entire lives as an outdoorsman. They are trained in both Tracking and Surveying as listed below. Experts in ranged weapons, they gain an accuracy bonus of + 1 to all attack throws with missile weapons, and increase their base damage roll from successful missile attacks by + 1 at 1st level, and by an additional + 1 at 3rd, 6th, 9th, and 12th level (this bonuses stack with Aiming). Outdoors, the character is difficult to spot, having the ability to seemingly disappear into woods and underbrush with a proficiency throw of 3+; in a dungeon or underground setting, a character who is motionless and quiet in cover can escape detection with a proficiency throw of 14+. The proficiency can be taken up to four times. Taking the proficiency a second time gives the character a + 1 bonus to initiative and a + 1 bonus to surprise rolls; taking it a third time allows the character to act as a guide for parties, gaining a + 4 bonus on throws to avoid getting lost in terrain familiar to the character, and also gives a + 1 to the morale score of any hirelings on a wilderness adventure led by the character (stacks with any other modifiers from the character’s Charisma or other proficiencies); taking it a fourth time gives the character's party + 5 bonus to proficiency throws to evade wilderness encounters in any terrain familiar to the character, except clear and grassland, and allows a party to evade a wilderness encounter, even if surprised, on a 19+.
Riding: 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, or controlling it in the noise and chaos of battle. 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.
Righteous Turning: When turning undead, the character adds their Wisdom bonus to both the turning throw and to the number of HD turned on a successful throw.
Running: The character’s base movement speed is increased by 30' when wearing chainmail or lighter armor.
Seafaring: The character can crew large sailing ships or galleys. If a character selects this proficiency twice, they can serve as a captain on a seagoing vessel (see Referee for details). If he selects this proficiency three times, they are a master mariner. When tacking, a master mariner’s ship has its movement rate reduced by only one category rather than by two (see Referee about Wilderness and Seaborne Adventures, and their ship’s chance to evade is increased by +5.
Seduction: The character is naturally alluring, a practiced seducer, or a honey-tongued flatterer. They receives a +2 bonus on reaction rolls on their intended target, regardless of species or gender (subject to Referee approval); this can stack with Diplomacy in certain circumstances, if the Referee allows.
Sensing Evil: At will, the character can detect evil (as the spell) up to 60' away by concentrating. Each use takes a turn.
Sensing Power: The character can detect spellcasters within 60' and estimate their level of power relative to their own. They 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 hours.) Each use takes a turn.
Siege Engineering: 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. They also know how to operate and supervise the use of 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.
Signaling: 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 they have learned when they take this proficiency. Examples of signals include naval flags, cavalry trumpets, or smoke signals.
Skirmishing: 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 dice are rolled (see Referee about Defensive Movement/Disengaging).
Skulking: The character is particularly proficient at moving silently, hiding in shadows, and striking when they have the element of surprise. The character may add an additional + 2 bonus to their Sneak Attack and Stealth throws. They can only take Skulking once.
Sleight of Hand: The character uses diversion and hand-eye trickery either to entertain, or more often than not, to separate marks from their money. The character is proficient at a level on the Trained Sneakery Skills Table equal to their class level; the proficiency can be taken multiple times, with each time increasing the level at which the character can perform it. While it can be a quick source of income, it is not without peril: there is a -1 penalty for each level that the intended victim has than the would-be-thief. A throw that fails by half or less than the target value means that the intended target notices the thieving attempt. The Judge will then make a reaction roll with a -4 penalty to determine the intended victim’s reaction.
Sneak Attack: If the character can catch an opponent unaware of their presence, either by surprise or by using stealth to sneak up on his opponent, they gain a + 4 to hit, and the ability to deal double or more damage. The character make take the proficiency up to four times, gaining an additional multiple of damage each time it is taken, i.e., double, triple, quadruple, and quintuple. Also, a character with proficiency in Skulking gains an additional + 2, for a total of + 6 to hit.
Sniping: If otherwise eligible to Ambush or Sneak Attack an opponent, the character may do so using ranged weapons at up to medium range.
Soothsaying: The character is subject to premonitions and dreams of the past and future. The Judge will make these visions both cryptic and useful. Once per week, the character can contact higher plane (as the spell).
Stealth: The character may attempt to move silently and/or hide in shadows at a level on the Trained Sneakery Skills Table equal to their class level; a character who takes Skulking as a proficiency gains an additional + 2 bonus. When successful, even keen-eared guards will not hear the movements of the character, or see them if they have the cover of darkness. However, the character always thinks they are successful in this skill, and will not know otherwise unless and until others react to their presence (the Referee should make the roll for the character). If in shadows or darkness, the character will remain hidden so long as they stay motionless; if they move, they must make a new proficiency throw to hide. When attempting to move silently, they may move at ½ their standard combat movement rate without penalty. If they move greater than ½ speed, they take a -5 penalty to the proficiency throw; if they run, they take a -10 penalty.
Surveying: The character is an expert at surveying the land around them. With a proficiency throw of 11+, the character can predict dangerous sinkholes, deadfalls, collapses, or rock slides when the character enters the area. In dungeons, a character with Surveying gains a + 4 bonus to their throws to escape detection due to their ability to find the best cover.
Survival: 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 themselves and one other person automatically, even when on the move, so long as they are in a fairly fertile area. If they are trying to supply more than two people, they must make a proficiency throw (as described in Wilderness Adventures), but gains a – 4 on the roll; they can take this proficiency more than once to eliminate the penalty for each additional two people they wish to feed.
Swashbuckling: The character gains a +1 bonus to Armor Class if wearing leather armor or less and able to move freely. At level 5, this bonus increases to +2, at level 9 it increases to +3, and at level 13 it increases to +4.
Theology: The character has received formal religious instruction at a seminary or monastery, and is a member of the church hierarchy. They can automatically identify religious symbols, spell signatures, trappings, and holy days of their own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognize (Judge’s discretion). This proficiency can be selected multiple times.
Tracking: The character can follow tracks with a proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances: + 2 if tracking 2-4 creatures; + 4 if tracking 4-8 creatures; + 6 if tracking 8-16 creatures; + 8 if tracking 17+ creatures; + 4 if trail is through soft/muddy ground; – 8 if the trail is through hard/rocky ground; – 4 for bad lighting; – 1 per 12 hours of good weather since trail was made; – 4 per hour of rain/snow since trail was made. Characters move at half speed while tracking.
Transmogrification: The character has mastered grotesque arts of transformation. When the character casts polymorph spells (such as polymorph other), the spell effects are calculated as if they were two class levels higher than their actual level of experience. They may also create magical crossbreeds (see Crossbreeds in Chapter 7) as if they were two class levels higher than actual. Targets of their polymorph other spells suffer a -2 penalty to their saving throw.
Trapfinding: Through careful inspection and probing, a character may attempt to find hidden traps and then attempt to disable or discharge the trap harmlessly, at a level on the Trained Sneakery Skills Table equal to their class level. The character may only try to find or remove a trap once in any given area. The Referee may apply bonuses or penalties to the roll, depending on the complexity of the trap. If the character fails, they may not try again until he reaches a higher experience level. Note that these are two parts of one skill: the character must find a trap before they can disarm or disable it.
Trapping: 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., equal to their class level on the Trained Sneakery Skills Table. This proficiency provides no abilities with regard to mechanical traps in a dungeon, or magical traps of any sort.
Wakefulness: The character requires only four hours of sleep to be rested each night.
Weapon Finesse: When attacking with one-handed melee weapons, the character may use his Dexterity modifier instead of his Strength modifier on their attack throw.
Weapon Focus: When using a favored type of weapon, the character is capable of devastating strikes. On an attack throw scoring an unmodified 20 when using their favored weapon, the character inflicts double normal damage. A character may take this proficiency multiple times, selecting an additional Weapon Focus each time. The available Weapon Focuses are: axes; maces, flails and hammers; swords and daggers; bows and crossbows; slings and thrown weapons; spears and polearms. Weapon Focus does not allow a character to use weapons not available to their class.