CREATING A CHARACTER

LANGUAGES AND STARTING PROFICIENCIES

Converting Proficiency Slots

Weapon proficiency slots can be traded in for 2 non-weapon slots. Two non-weapon slots can be traded in for 1 weapon slot.

Bonus Proficiencies - Intelligence

The bonus languages granted by a high intelligence are treated as non-weapon proficiency slots. They do not have to be used solely for languages.

Bonus Proficiencies - Other

Depending on your character’s origins, he/she/it may get additional non-weapon proficiencies. These are a matter of being born and raised in a certain environment. The details of your character’s history may alter these bonus proficiencies (like a Plainsman raised in the Freelands since birth would get the Freelander bonuses). These proficiencies are in addition to any gained from Intelligence slots or from kits (out of the various Handbooks). The list below shows who gets what from their homeland.

What Can I Do With These Slots?

A lot. Fighters can specialize in weapons, gain special combat maneuvers, and so on. Mages and priests can specialize in casting certain types of spells and buy reduced casting times. I haven’t worked any extras out for thieves yet. Most of this is still in development. If you want to know more, ask.

DM’s Discretion

I may give extra proficiency slots above and beyond what the character normally gets if the character concept is particularly interesting or if logic would dictate the character would have extra skill in the given area. Past examples of this include: Giving free slots in Blind-fighting to a blind weaponmaster, extra weaponsmithing, armor-making, and blacksmithing slots for a Dwarven smith who was 130 years old when he started adventuring, and extra slots in brewing to the son of a brewer who wanted to open his own tavern.

Table 10: Bonus Proficiencies by Race

Race Proficiencies
Aryan Survival, Arctic; Ethkaldi
Avernian Survival, Jungle; Shavishere
Ci’thas Survival, Forest; Athosi-veyr
Dandrian Mining or Farming; Kehkrian
Darklander Sailing; Urdawi
Diaunese Survival, Tundra; Kehkrian
Dracaean Survival, Barrens; Iianj
Drakken Parent Dragon language, Iianj
Duanan Survival, Plains; Rhyshel
Dwarf (Any) (Choose 1) Weaponsmith, Blacksmith, Mining, Stonemasonry; Chak Hara’en
Elf, Silver Forest Survival, Forest; Athosi-veyr
Elf, Desert Survival, Desert; Upai or Athosi-veyr
Elf, Avernian Survival, Jungle; Shavishere or Athosi-veyr
Elf, Peacewood Survival, Forest; Drow and Athosi-veyr
Freelander Choose any 2 from the other human lands
Gnome Gem Cutting or Artistic Ability (Jewelry); Getharin
Halfling Haggling; Ithkas
Hartlander (Choose 1) Dancing, Farming, Fishing, Etiquette, Heraldry; Perhadese
Illdarin (Choose 1) Planar lore, Ancient History (any), Religion.
Karanukese (Choose any 1 slot proficiency from Rogues list), Tastarien
Karuthean Wide variety possible - choose one appropriate; Hishanji
Kathnyri (Choose 1) Mining, Stonemasonry, Chak Hara’en; Athrashi
Mraas Survival, Mountains; Mraas
Plainsman Survival, Plains; Riding, Land-based; vhin’s’ain
Ralkstagian Religion (Accuris), Bitharese
Tatheari (Choose 1) Artistic Ability, Musical Instrument, Singing; Kasaresh
Thri-kreen Survival - Desert; Thri-kreen

Starting Languages

After you’ve determined how many proficiency slots your character gets (from Intelligence or from kits out of the various Handbooks), you’ll want to start selecting languages your character can speak or read. In general, your character can start only with languages of lands that border his own, but there are obvious exceptions. If your Aryan mage wants to learn to speak the language of Gold Dragons, talk to me.

Map of Spoken Languages

The Language Map shows how the various languages relate to each other. Of course, Tradespeak is in the middle since it is a polyglot of many languages. What this means is that someone who speaks Upai, for example, has a better chance of understanding someone speaking Teshian than normal. By the same token, Jin Asi-veyr is so distantly removed from Kehkrian that they won’t understand each other.

People who speak languages that are closely linked (i.e. Jin Asi-veyr and Athosi’veyr) can understand roughly 1/3 to 1/4 of what the other person is saying. The greater the "distance" between languages (i.e. Ain’jiak and Tradespeak), the less likely the two speakers will understand each other. (In other words, if you roll a 1 on a d20, you might get the general gist of what the other person is saying.)

Other Spoken Languages

These languages don’t appear on the map simply because they are either very rare, or not well-known: gnoll, kobold, various giant-kind languages, lizard man, and various Draconic languages.

Written Languages

Those languages with a written form have an asterisk (*) next to them. There is a written form of Shavishere, but it is extremely rare. It is probable that only the Ogre Magi Lords of Avernia can use written Shavishere, much less translate it.

There is no written Kehkrian. Instead, a general group of symbols and pictograms are used. Only the shamans and wisewomen of the Diaunese tribes can translate it.

MAP OF SPOKEN LANGUAGES

Map of Spoken Languages

Non-Weapon Proficiencies

A weapon proficiency slot can be converted to 2 non-weapon slots. Two non-weapon slots can be converted to 1 weapon proficiency slot. Below is a comprehensive list of non-weapon proficiencies from the 2nd Edition books as I can get, with others that have been created added in. The proficiencies are listed in the following format: Proficiency name (slots required/ability score/modifier). Remember that all modifiers apply to the ability score.

For the most part, the proficiency name pretty much describes what it does. DM created proficiencies are described below.

NOTE: In the listing below, the 1st number in parentheses is the number of non-weapon slots the proficiency requires, the middle three letters are the stat it is based on, and the last number is the modifier applied to the stat.

General Priest Reading/Writing (1/Int/+1) Engineering (2/Int/-3)
Agriculture (1/Int/0) Ancient History (1/Int/-1) Reading Lips (2/Int/-2) Gem Cutting (2/Dex/-2)
Alertness (1/Wis/+1) 1 Astrology (2/Int/0) Set Snares (1/Dex/-1) Herbalism (2/Int/-2)
Animal Handling (1/Wis/-1) Engineering (2/Int/-3) Sign Language (1/Int/+2) 4 Languages, Ancient (1/Int/0)
Animal Training (1/Wis/0) Healing (2/Wis/-2) Signalling (1/Int/+2) 4 Navigation (1/Int/+1)
Artistic Ability (1/Wis/0) Herbalism (2/Int/-2) Slow Respiration (1/NA/NA) 4 Reading/Writing (1/Int/+1)
Blacksmithing (1/Str/0) Languages, Ancient (1/Int/0) Smelting (1/Int/0) 4 Religion (1/Wis/0)
Boating (1/Cha/Special) 1 Local History (1/Cha/0) Sound Analysis (1/Wis/0) 4 Spellcraft (1/Int/-2)
Boatwright (1/Int/-2) 4 Musical Instrument (1/Dex/-1) Survival (2/Int/0) Psionics Handbook
Brewing (1/Int/0) Navigation (1/Int/-2) Survival - Underground (1/Int/0) 4 Crystal Focus (1/Wis/-1)5
Camouflage (1/wis/0) 3 Reading/Writing (1/Int/+1) Tightrope Walking (1/Dex/0) Gem Cutting (2/Dex/-2)
Carpentry (1/Str/0) Religion (1/Wis/0) Tracking (2/Wis/0) Harness Subconscious (2/Wis/-1)
Cartography (1/Int/-2) 3 Spellcraft (1/Int/-2) Trail Signs (1/Int/-1) 3 Hypnosis (2/Cha/-2)
Cobbling (1/Str/0) Veterinary Healing (1/Wis/-3) 3 Trailing (1/Dex/Special) 1 Rejuvenation (1/Wis/-1)
Cooking (1/Int/0) Rogue Tumbling (1/Dex/0) Meditative Focus (1/Wis/+1)
Dancing (1/Dex/0) Acting (1/Cha/-1) 2 Underground Navigation (1/Int/0) 4 Musical Instrument (1/Dex/-1)
Direction Sense (1/Wis/+1) Ancient History (1/Int/-1) Ventriloquism (1/Int/-2) Power Manipulation (2/Int/-4)5
Distance Sense (1/Wis/0) 3 Animal Noise (1/Wis/-1) 1 Voice Mimicry (2/Cha/Special) 1 Psionic Lore (1/Int/+1)5
Dwarf Runes (1/Int/+2) 4 Appraising (1/Int/0) Whistling/Humming (1/Dex/+2) 2 Reading/Writing (1/Int/+1)
Etiquette (1/Cha/0) Begging (1/Cha/Special) 1 Warrior Religion (1/Wis/0)
Falconry (1/Wis/-1) 3 Blind Fighting (2/NA/NA) Animal Lore (1/Int/0) Special Skills
(These skills are available only under special circumstances.)
Fire-building (1/Wis/-1) Chanting (1/Cha/+2) 2 Armorer (2/Int/-2) Daemonlore (2/Int/-1)*
Fishing (1/Wis/-1) Craft Instrument (2/Dex/-2) Blind Fighting (2/NA/NA) Demonlore (2/Int/-1)*
Fungi Recognition (1/Int/+3) 4 Crowd Working (1/Cha/0) 2 Bowyer/Fletcher (1/Dex/-1) Devil lore (2/Int/-1)*
Heraldry (1/Int/0) Disguise (1/Cha/-1) Charioteering (1/Dex/+2) Dragonlore (2/Int/-1)*
Languages, Modern (1/Int/0) Endurance (2/Con/0) 1 Endurance (2/Con/0) Planar lore (2/Int/-4)*
Leatherworking (1/Int/0) Fast-Talking (1/Cha/Special) 1 Foraging (1/Int/-2) 3 Undead lore (2/Int/-1)*
Locksmithing (1/Dex/+1) 4 Foraging (1/Int/-2) 3 Gaming (1/Cha/0) * DM-created NWP
Mining (2/Wis/-3) Forgery (1/Dex/-1) Hunting (1/Wis/-1) 1 Thieves’ Handbook
Observation (1/Int/0) 1 Fortune Telling (2/Cha/+2) 1 Leadership (1/Cha/NA)* 2 Bards’ Handbook
Persuasion (1/Cha/0) 3 Herbalism (2/Int/-2) Military Tactics & Strategy (1/Wis/0)* 3 Rangers’ Handbook
Pottery (1/Dex/-2) Hunting (1/Wis/-1) Mountaineering (1/NA/NA) 4 Dwarves’ Handbook
Psychic Defense (2/Wis/-2)5 Information Gathering (1/Int/Spec.) 1 Navigation (1/Int/-2) 5 The Will and the Way
Riding, Airborne (2/Wis/-2) Intimidation (1/Spec/Spec) 1 Running (1/Con/-6)
Riding, Land-based (1/Wis/+3) Gaming (1/Cha/0) Set Snares (1/Int/-1)
Riding, Sea (2/Dex/-2) 3 Gem Cutting (2/Dex/-2) Spelunking (1/Int/-2) 3
Rope Use (1/Dex/0) Juggling (1/Dex/-1) Survival (2/Int/0)
Seamanship (1/Dex/+1) Jumping (1/Str/0) Tracking (2/Wis/0)
Seamstress/Tailor (1/Dex/-1) Local History (1/Cha/0) Trail Marking (1/Wis/0) 3
Signaling (1/Int/-2) 3 Locksmithing (1/Dex/0) 1 Trail Signs (1/Int/-1) 3
Singing (1/Cha/0) Looting (1/Dex/0) 1 Weaponsmithing (3/Int/-3)
Stonemasonry (1/Str/-2) Musical Instrument (1/Dex/-1) Wizard
Swimming (1/Str/0) Navigation (1/Int/-2) Alchemy (1/Int/0) *
Weather Sense (1/Wis/-1) Pest Control (1/Wis/0) 4 Ancient History (1/Int/-1)
Weaving (1/Int/-1) Poetry (1/Int/-2) 2 Astrology (2/Int/0)

Alchemy

This is the skill of creating magical formulae (such as potions, inks, and so forth). It involves aspects of herbalism (possession of both skills gives +1 to any prof check with either skill). Alchemy allows the character to function as an alchemist for preparation of potions, inks, solutions, lab materials, spell components and even poisons. A mage with this skill (and a successful prof check) gains the benefits of having an alchemist assist him during potion creation. A failed prof check will ruin the potion, however. This skill can also be used to derive formulae for a given substance (and thereby determine what it is), if a sample of the substance is available. This process will take at least 1 week for every 100ep value of the material and will cost 10ep per week in lab expenses. The prof check will be made at an additional -1 for every 2 weeks of work. The work requires a full 8 hours/day of work. Any interruption, including spellcasting, will contaminate the sample and render the work useless. Note that some formulae will be weakened or destroyed if a sample is taken (Elixir of Youth, to name one).

Daemonlore

Extensive research on daemonkind, their nature, powers, and vulnerabilities. Prof check to identify type of daemon. Separate check to determine powers or weaknesses. This information is immediately available. Specific names of entities can be gleaned via research (treat as spell research). All rolls made by DM.

Demonlore

Same as for Daemonlore, but applies to demons. All rolls made by the DM.

Devil lore

Same as for Daemonlore, but applies to devils. All rolls made by the DM.

Dragonlore

Same as for Daemonlore, but applies to Dragons. All rolls made by the DM.

Leadership

Character has been trained how to be a leader. This prof increases the character’s Charisma by +1 for every slot taken with regards to loyalty and morale.

Military Tactics & Strategy

Character has been trained in large-scale tactics and strategy. Can give orders effectively and plan out battles with available troops. Prof check to determine the probable success of any given plan, supplies needed, likely casualties for both sides. Example: Sun Tzu effectively has to roll a 22 or less to succeed, he’s got so many slots in this prof. All rolls are made by the DM.

Planar lore

The character has read extensively about the various planes. On a prof check, the character can identify the plane of origin for a particular being or item. Character can also identify the current plane he or she is on with a check. Various known attributes of a given plane are also readily available. Names of current/past rulers of a given plane can also be gained with a prof check and one week of research for every hit die of the creature (plus 1-6 weeks). This does not cover any of the material used by the other "lore" skills. Again, all rolls are made by the DM.

PROFICIENCY SLOT CHARTS

Table 11: Weapon Slots by Level

Level Mage Warr Pri Thi WpM Level Mage Warr Pri Thi WpM
1 1 4 2 2 2 16 3 9 6 6 7
2 1 4 2 2 2 17 3 9 6 6 7
3 1 5 2 2 3 18 4 10 6 6 8
4 1 5 3 3 3 19 4 10 6 6 8
5 1 5 3 3 3 20 4 10 7 7 8
6 2 6 3 3 4 21 4 11 7 7 9
7 2 6 3 3 4 22 4 11 7 7 9
8 2 6 4 4 4 23 4 11 7 7 9
9 2 7 4 4 5 24 5 12 8 8 10
10 2 7 4 4 5 25 5 12 8 8 10
11 2 7 4 4 5 26 5 12 8 8 10
12 3 8 5 5 6 27 5 13 8 8 11
13 3 8 5 5 6 28 5 13 9 9 11
14 3 8 5 5 6 29 5 13 9 9 11
15 3 9 5 5 7 30 6 14 9 9 12

Table 12: Non-Weapon Slots by Level

Level Mage Warr Pri Thi WpM Level Mage Warr Pri Thi WpM
1 4 3 4 3 5 16 9 8 9 7 10
2 4 3 4 3 5 17 9 8 9 7 10
3 5 4 5 3 6 18 10 9 10 7 11
4 5 4 5 4 6 19 10 9 10 7 11
5 5 4 5 4 6 20 10 9 10 8 11
6 6 5 6 4 7 21 11 10 11 8 12
7 6 5 6 4 7 22 11 10 11 8 12
8 6 5 6 5 7 23 11 10 11 8 12
9 7 6 7 5 8 24 12 11 12 9 13
10 7 6 7 5 8 25 12 11 12 9 13
11 7 6 7 5 8 26 12 11 12 9 13
12 8 7 8 6 9 27 13 12 13 9 14
13 8 7 8 6 9 28 13 12 13 10 14
14 8 7 8 6 9 29 13 12 13 10 14
15 9 8 9 6 10 30 14 13 14 10 15

Table 13: Intelligence Bonuses to Non-Wpns

Int Bonus Int Bonus Int Bonus
2 1 10 2 18 7
3 1 11 2 19 8
4 1 12 3 20 9
5 1 13 3 21 10
6 1 14 4 22 11
7 1 15 4 23 12
8 1 16 5 24 15
9 2 17 6 25 20

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