Most players look at a character creation system and ask “how can I build an effective character with this system?” I reverse this process by asking “how can my system build the character you have in mind?
General parameters for character creation are given here, but in reality, each character is created uniquely and individually.
Classes and class-based statistics
Players start by generating six statistics: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Attributes are rolled with 4d6, dropping one low die to produce a total of 3 - 18. Players receive seven such rolls to allocate between the six statistics however desired, with the lowest total discarded.
Alternatively, instead of rolling, or if your dice appear cursed, a player may select the general statistic package of (16, 15, 15, 14, 13, 12). Yes, you can choose this after trying your own dice first.
Note that all racial types have some type of additional attribute modification.
When asked "What kind of race can I be?", my cautious reply is "Well, what do you want to be?". That question is a lot more complicated now than in the old days. In the old days, there were a few basic concepts that everyone understood, taken from the relatively few great fantasy series that existed. Since then, a virtual explosion of fantasy literature and video games has spawned an almost endless range of both new fantasy races and variations on the old ones. While they're all cool in their own right, not every idea fits every GM's game. The popular dragon-born concept is a good example. It's a great idea in its own right, and in an appropriate world, but what about a world where dragons don't go around having regular sexual relations with humans? Obviously, I'm the GM, and I can justify anything I really want. And I'm acutely aware that for many players, a primary interest of the game is in being "different" than a normal human (being quite guilty of it myself).
However, what I don't want is players choosing a character race based purely on its statistical advantages. I'd like there to be at least some kind of role-playing value in the decision. While humans are intentionally framed as the "race of infinite possibilities", the non-human races are (or should be) more stereotyped in their interpretations and in their behavior as characters. A halfling that isn't curious or a dwarf that doesn't lust for gold is just a human in a Halloween costume. But what this means is that players and GM have to agree on what a given nonhuman race is and is all about, and have the same expectations about what that character type means in a campaign context.
As a result, there is no table of racial abilities presented here; after all, that's not what the decision is supposed to be about, right? I do, in fact, have templates for all the classic races, including full human, barbarian human, half-elf, half-orc, wood elf, high elf, drow elf, mountain dwarf, hill dwarf, and halfling (currently one flavor only). None are particularly radical and all should live up to expectations. There are some others I consider "experimental", and I'm even willing to listen (guardedly) to new ideas. All have appropriate advantages, but only humans have no limitations or disadvantages as well; they are the "default" suggested race because they can be and/or do anything, as noted above. But if you want to be something else, we'll talk about it, and as long as we speak the same language, the results should make sense.
A character class is not a choice a player makes in order to gain specific abilities, it is instead a description of the abilities that player wants to have. In a sense, all my character classes are actually customized creations. You explain to me what you think your character is, and I’ll assign you both an Archetype and a specific Class that embodies your ideas.
Archetypes are the familiar categories of Fighter, Cleric, Magician, and Rogue; they define certain basics like hit point dice and saving throw modifiers. Within each archetype are many specific classes which represent different variations of that type. The Fighter archetype, for example, includes the classes of Warrior, Soldier, Paladin, Ranger, Monk, Cavalier, Mercenary, and Berserker. Each of these is a Fighter in the general sense, with the same kind of core skills, but with appropriate skill and ability variations based on their particular flavor.
On the whole, my class concepts are a little bit "vanilla" compared with recent game editions. I do not use extensive pre-set lists of ever-increasing abilities or spectacular combat feats. On the other hand, there are areas where I am highly flexible. Class concepts are not limited to existing lists; if you have a unique character idea that fits into the campaign mold, then we’ll invent a new appropriate class for it. Multi-classing is possible for all races and most class types, but requires division of experience points. Merged classes are possible as well (multi-classing gives all abilities of both classes, merging makes a single class with selected abilities from each root class).
Classes are listed below, and the list is not exclusive and new classes are possible. Not all classes are necessarily appropriate for characters and are included here for informational purposes. Playing of these classes is not prohibited, but as these classes possess problematic characteristics, careful discussion with the GM will be necessary for the player determined to take such a role.
Class List
Fighter Cleric Magician Rogue
Warrior Hierarch Wizard Explorer
Soldier Templar Sorcerer Burglar
Paladin Healer Bard Freelancer
Ranger Holy Man Magus Assassin
Monk Druid Warlock/Witch Scout/Spy
Cavalier Shaman Mobster
Mercenary
Berserker
Alignment is expressed in traditional terms of Law v. Chaos and Good v. Evil, arranged like a Cartesian plane x- and y-axis, with the center point representing "true neutrality" (itself somewhat of a slippery concept). Everyone fits somewhere on that plane.
I believe that alignment is an important indicator of what a character, creature, or NPC is all about, but it's not a strait jacket or a jail cell. If the Good-aligned fighter is having a bad day and kicks a puppy, or if the Vampire actually helps the little old lady across the road, neither is going to be swallowed by the earth (if it starts happening every day, we have issues). For some classes, like clerics and paladins, it's obviously more important than others, and a creature or character may be anywhere between fanatical and apathetic regarding their alignment.
What I don't encourage is choosing an alignment because it seems chic or convenient. One friend told me "I like Chaotic Neutral because it lets me do what I want". But, of course, every alignment lets you do whatever you want, since alignment is supposed to be a description of what you want. Gotta say, I'm tired of parties of all supposedly "Chaotic" characters who happily cooperate like a fine-tuned machine without a shred of individualism.
Character alignment is entirely a player's choice, but its parameters and expectations are part of character creation and something the GM watches over time. A player whose character behavior consistently fails to match their alignments expectations will find their alignment may change to reflect actual reality. Plenty of warnings, including rumblings from both gods and GM, are part of the process.
Religious affiliation is also important. In a fantasy world of angels and demons, every character (player or non-) will have religious beliefs, whether a product of their cultural heritage or a deliberate choice/conversion. Religious options for human characters in my games have traditionally been based on the 1980 publication "Deities & Demigods" from TSR publications. This text provided mythological interpretations of a number of historical religions, including Babylonian, Celtic, Chinese, Egyptian, Finnish, Greek/Roman, Indian, Japanese, Mayan/Aztec, Norse, and Sumerian pantheons, as well as some fantasy literature pantheons of the day. The latter have since proliferated beyond my count, and I am open to incorporate any more modern literary pantheons that fit the campaign's background.
For most characters (clerics, paladins and the like being the exception) religious affiliation is important but strictly in a role-playing/background sense. I do have dungeon and adventure ideas in my repertoire tied to various pantheon themes, and they can open up some classic campaign themes. However, players should not confuse their characters having a religion versus being required to be pious about it, or technically well-versed in its lore; and (at least in fantasy world) the belief in any given religion does not mandate hostility against others -- it's hard not to "believe" in all religions, particularly if "belief" means believing in that healing spell you're about to receive.
Parameters for casting abilities are listed below in the Spellcasting section. Specific spell lists are available in the Library. Detailed spell descriptions are not included here; these are provided to appropriate players by the GM as spells are gained throughout the campaign. There is a deliberate degree of "need to know" regarding this.
Characters receive initial skills from several sources, and they are allocated in a specific order. Most are assigned, some allow player choice.
First, all characters receive a Basic Skill package, which represents their cultural background and includes literacy skills and social knowledge. These are mostly assigned, there can be player options.
Second, each character receives 1 - 2 Background Skills, representing skills developed during a characters' childhood, typically a product of their parent’s social and economic background. These are agreed upon by player and GM based on the details of the character’s chosen background.
Third, each character is assigned a Class Skill package specific to their character class. These represent skills gained during the "basic training" process for their class and society. Most of these are assigned, there are options in some cases.
Finally, each character may receive Optional Skills, if appropriate to background or character development, and agreed upon by GM and player.
Skills chosen at start are not a permanent limitation, new ones can and are added through game play and character experience. A list of skills is given in the Skill section.
Combat abilities are divided into three groups: Proficiencies, Styles, and Expertise (specializations). Initial assignments, as well as the way they improve through leveling, varies primarily by class archetype. Details are listed in the Combat Abilities section.
Yeah, like the picture suggests, some people really do try to bring everything. I'm fairly casual about basic equipment, but encourage all players to have a written list in case we disagree about what might be "basic".
Psionic powers are perhaps the most mysterious and least well understood of all the phenomena known to the D&D world. Even for scholars, the extreme rarity of its occurrence amongst humanity makes it almost impossible to study systematically, and the nature of suspicion and distrust which clings to those who manifest it hardly encourages open discussion. The accepted (but unproven) common theory is that psionics represent a magical casting methodology which transcends the distinctions of arcane and holy practicioners, and involves tapping magical energy directly with mental will power. Even this, however, is uncertain, as the interactions between normal magic and equivalent psionic effects are not well documented and subject to controversy.
Because psionic powers are so rare, and so "wild" in their nature, they tend to be regarded as unusually threatening, not just by common people but even by the professional casting professions. From time to time, there are occasionally noted individuals who openly manifest these powers, but nowhere is there any country or culture which maintains teaching or training facilities ted to these abilities. There is the legend of the Psionic Institute, an underworld sort of organization which, depending on the stories one believes, either exists to help psionics maintain their anonymity or to organize them to take over the world. Unproven and unprovable, as most legends are, it still serves as something of a "bogey man" in many cultures and countries worldwide.
Characters do not have to check for psionic potential unless they both have the statistical minimums and desire to check. However, psionic power, if rolled, cannot be declined. This is significant, as psionics represent both power and vulnerability.
Any character with at least one score of 16+ in either Intelligence, Wisdom, or Charisma, can check for psionic power. For each point over 15 in each of these statistics, the character receives a cumulative 1% chance; this percentage is doubled if 2 stats are 16+ and tripled if 3 are 16+ (thus the highest possible percent chance for psionics is 27% for a character with 18 Int, Wisd, and Chr).
combat modifier
fighter other (equivalent) Feat of Strength
7 -2 -2
8 -1 -1
9
10
11 (human average)
12
13 +1
14 +1 +1 1%
15 +2 +2 (gnome maximum) 2%
16 +3 +3 (halfling maximum) 4%
17 +4 +4 (elven maximum) 8%
18 +5 +5 (human max) 15%
19 +6 +6 (ogre strength) 30%
20 +8 +7 (hill giant/ettin) 50%
21 +10 +8 (stone, cloud giant) 70%
22 +12 +9 (frost giant) 85%
23 +14 +10 (fire giant) 95%
24 +17 +11 (storm giant) 105%
25 +20 +12 (titan, divinity) 125%
note: the "to hit" bonus gained from strength cannot exceed a character's level. Thus a third level warrior with 18 strength would be +3 hit, +5 damage, at fourth level +4/+5, etc.
skill bonus magician Spell Bonus Limitations
7 -2 (not allowed)
8 -1 (not allowed)
9 -1 (not allowed)
10 (not allowed)
11 (max level 2)
12 +1 (max level 4)
13 +1 1 (max level 5)
14 +1 2 1 (max level 6)
15 +2 2 2 1 (max Level 7)
16 +2 2 2 2 1 (max level 8)
17 +2 3 2 2 2 1
18 +3 3 3 2 2 2 1
19 +4 3 3 3 2 2 2 1
20 +5 3 3 3 2 2 2 2 1
Skill bonus applies to all classes
Spell bonus only to arcane casters
Save Heal Clerical Spell Bonus
7 -1 -2
8 -1 -1
9 -1
10
11
12
13 +1 1
14 +1 +1 2
15 +1 +1 2 1
16 +2 +2 2 2 1
17 +3 +2 3 2 2 1
18 +4 +3 3 3 2 2 1
19 +5 +4 4 3 3 2 2 1
20 +7 +5 4 4 3 3 2 2
Saving throw modifiers apply to all classes
Heal and spell bonuses only to holy magic users
Dodge Hit Save Initiative
7 -2 -3 -2 -3
8 -1 -2 -1 -2
9 0 -1 -1 -1
10 0
11 0
12 0
13 0 +1
14 1 +1 +1 +2
15 2 +2 +1 +3
16 3 +3 +2 +4
17 4 +4 +2 +5
18 5 +5 +3 +6
19 6 +6 +3 +8
20 8 +8 +4 +10
21 10 +10 +4 +12
22 12 +12 +5 +15
23 14 +14 +6 +18
24 17 +17 +7 +21
25 20 +20 +8 +25
Hit point bonus Save System Shock
7 -1 -1 40%
8 -1 -1 45%
9 -1 50%
10 55%
11 60%
12 65%
13 70%
14 +1 +1 75%
15 +2 +1 80%
16 +3 +2 85%
17 +4 +2 90%
18 +5 +3 95%
19 +6 +3 105%
20 +7 +4 115%
reaction adj. Influence Save
7 - 30% -3 -4
8 - 20% -2 -3
9 - 15% -1 -2
10 - 10% -1 -1
11 - 5%
12 0
13 + 5% +1
14 +10% +1 +1
15 +20% +1 +2
16 +30% +2 +3
17 +40% +3 +4
18 +50% +4 +5
19 +75% +7 +4
20 +100% +9 +6
21 +125% +11 +8
Charisma levels higher than 21 will overwhelm normal individuals and
induce automatic obedience.
Influence can substitute/augment Intelligence modifier with certain skills
Save mod applies to mind-control spells and effects
Racial types are not limited to the list below, and I am happy to entertain any concept that can be made to fit into the general world and story lines already established. Exotic variations will be considered, but no promises are made.
Human
Barbarian Human
Half-elf
Half-orc
Tiefling (demonic)
High Elf
Wood Elf
Drow Elf
Hill Dwarf
Mountain Dwarf
(Common)
Class types are not limited to the list below, and I am happy to entertain any concept that can be made to fit into the general world and story lines already established. Exotic character classes are possible, and will be drawn up based on their appropriate iconic classification. Multi-classing is possible for all races and most class types, but requires division of experience points.
There are classes are listed below as "not recommended" for player characters. These classes are generally more appropriate for NPCs than PCs, and are included primarily for informational purposes.
Warrior Classic melee fighter with balanced all-around skills
Soldier Professional military training, gov't or mercenary
Paladin Holy Warrior of any alignment
Ranger Outdoorsman, Scout, Guide
Cavalier Romantic Swashbuckler
Berserker Warrior who invokes super-human rage episodes
Monk Specialized warrior with specialized clerical/aesthetic powers
Hierarch Temple priest of established social order
Hospitaler Adventuring priest specializing in healing/support role
Templar Warrior-Cleric, stronger combat skills, less casting
Holy Man Itinerant, without political or social associations
Druid Shape-changer or classic caster varieties
Shaman Combines primitive holy and arcane abilities. NPC only
Burglar Professional adventurer with dungeoneering orientation
Combat Rogue Stronger combat emphasis, fewer rogue skills
Freelancer Lives outside legal society structure through personal skill
Explorer Adventurer/traveler specializing in lore and knowledge
Mobster Professional organized criminal, not recommended
Assassin Killer for hire. Not recommended.
Magician Arcane practitioner
Sorcerer Alternative system of spell learning and retention
Bard Multiple Varieties
Spellsinger: Dedicated caster using music as medium
Troubadour: Adds some rogue skills with lesser casting
Jongeleur: Adds some fighter skills with lesser casting
Specialist NPC classes (examples, not recommended for characters)
Necromancer specializes in undead creation/control.
Illusionist specializes in illusions
Conjurer specializes in summoning creatures
Demonologist summoner of demons/devils/etc.
Warlock magician with demonic patron (similar to cleric)
Alchemist is a low-power magician specializing in alchemy
Characters start with a natural hit point total, dictated by their class, constitution, and level. Additional hit points from armor, magical items, or magical spells are added to produce a maximum hit point total. In order to make sense of these sources, and the effects of damage, players should keep track of their natural hit points, maximum hit points, and current damage as three separate statistics.
That’s not as complicated as it sounds, because two of those three numbers don’t generally change during play.
All player characters start with 10 hit points. To this, they add a die roll, modified by Constitution bonus, for each class level including first. The type of dice rolled for hit points is based on class archetype. Fighters roll a d10, clerics and rogues roll a d8, and magicians roll a d6.
When rolling for hit points, the GM does not see any die roll of “1”, you have to try again.
For all classes, die rolls are used through 11th level. At 12th level and higher, all PC/NPCs receive a flat value per level; 1 for magicians, 2 for clerics and rogues, and 3 for warriors. Constitution bonuses are still added.
In addition to their natural hit point total, a character can gain hit points from body armor, magical items, and magical spells. These can be considered permanent or temporary sources. All add to make a maximum hit point total, against which a character compares their damage.
Permanent sources are those that provide hit points as long as the character wears or possesses them. Natural hit points are obviously “permanent”, and most forms of armor give the wearer permanent hit points. Certain magical items can have this ability as well. If a character removes a permanent hit point source, they subtract its total from their maximum. Damage is not modified (this means a character can find themselves literally held together by their armor, and would be incapacitated if it is removed).
Temporary sources are hit points given by spells or spell-like effects which have a time duration. When these spells take effect, the recipient adds the bonus to their maximum hit point total; when they expire, they subtract the same amount, and simultaneously remove an equivalent amount of damage. In a sense, these spells serve as delayed-action heals.
A character whose damage total equals (or exceeds) their maximum hit point total is rendered incapacitated -- not dead. This may or may not mean unconsciousness, but in all cases no actions are possible until the individual is healed to a positive hit point total. Depending on the nature of the damage sustained, an incapacitated character may continue to lose hit points until a certain minimum amount of healing takes place. A character can be stabilized but still be at a negative total, in such a case they are still incapacitated but no further deterioration takes place.
The actual threshold for death varies by race, it is also different for various creature types. Characters get a little bonus margin. I prefer not to replace characters on a regular basis, but I also prefer not to be challenged on that, know what I mean?
"There are old adventurers, and there are bold adventurers, but very few old, bold adventurers." --Anonymous
A Saving Throw is generally an attempt to either avoid or minimize something happening to a character. There are three types of Saving Throws: Fortitude, Reflex, and Willpower. A Fortitude Save lets you physically endure or withstand an effect, a Reflex Save allows you to dodge an effect, and a Willpower Save allows you to mentally endure or ignore an effect.
Saving Throws are target numbers, rolling that number or higher on 1d20 makes the Saving Throw successful. The base target number is determined by the character's level. All modifiers apply to the die roll.
In some cases, a specific effect will require a specific saving throw; but as a general rule, when a character is required to simply "make a Saving Throw" the player can choose which of their three categories to attempt.
Lvl Fort Reflex Will
1 16 17 18
2 16 16 17
3 16 15 17
4 14 15 16
5 14 14 16
6 14 13 15
7 12 13 15
8 12 12 14
9 12 11 13
10 10 11 12
11 10 10 11
12 10 9 11
13 8 9 10
14 8 8 9
15 8 7 9
16 6 7 8
17 6 6 7
18 6 5 7
19 4 5 6
20 4 4 5
Class Modifiers
Fighter Fort +1 Will -1
Cleric Will +1 Reflex -1
Rogue Reflex +1 Fort -1
Magician Will +1, Fort -1, +1 vs. magic spell
Attribute Modifiers
From attribute tables
Different spellcasting classes vary in their details, but certain principles apply to all. All casters have a certain number of spells they can memorize at any one time (capacity), and a certain number they can cast before needing rest (power). Once memorized (or known, if a sorcerer), a spell remains in the caster's memory until he/she chooses to replace it. Memorized spells can otherwise be cast, repeatedly and as desired, as long as the caster has power. This is the same for all casters.
All casters have an attribute bonus to either power or capacity. The attribute used, and how it functions, differs by class.
Clerics, Paladins, Druids, and druidical Rangers use Wisdom to determine their spell bonus. Mages, Sorcerers, Bards, and arcane Rangers use their Intelligence. Bards can choose to substitute their Charisma score for Intelligence for determining this value.
Clerics, Paladins, and Holy Druids apply their bonus to the number of spells they can cast (power), but memorization capacity is not affected. Magicians, Sorcerers, Bards, Feral Druids, and Rangers apply their bonus to the number of spells they can memorize (capacity), but power is not affected.
The tables below show the basic values for both capacity and power per level for each casting class. Read the charts down for caster level, read them across for spell level (thus a level 3 mage has the base capacity and power for 4 first and 2 second level spells).
Level: 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3
2 4
3 4 2
4 5 3
5 5 3 2
6 5 4 3
7 5 4 3 2
8 5 4 4 3
9 5 5 4 3 1
10 5 5 4 4 2
11 5 5 4 4 3 1
12 6 5 5 4 3 2
13 6 5 5 4 4 3
14 6 6 5 4 4 3 1
15 6 6 6 4 4 3 2
16 6 6 6 5 4 3 2 1
17 6 6 6 5 5 3 2 2
18 6 6 6 5 5 4 3 2 1
19 6 6 6 5 5 5 3 3 2
20 6 6 6 6 5 5 4 3 3
21 6 6 6 6 5 5 5 4 4
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2
2 3
3 3 1
4 4 2
5 4 3 1
6 5 3 2
7 5 3 3 1
8 5 4 3 2
9 5 4 4 2 1
10 5 4 4 3 2
11 5 5 4 3 2 1
12 6 5 4 3 2 2
13 6 5 5 4 2 2
14 6 5 5 4 3 2 1
15 6 5 5 4 4 2 2
16 6 5 5 4 4 3 2 1
17 6 5 5 5 4 3 2 2
18 6 5 5 5 4 3 3 2 1
19 6 5 5 5 4 4 3 3 1
20 6 5 5 5 4 4 4 3 2
21 6 5 5 5 4 4 4 4 3
Level 1st 2nd 3rd 4th 5th 6th 7th 8th
1 1
2 2
3 2 1
4 3 1
5 3 2 1
6 4 2 2
7 4 2 2 1
8 4 3 2 2
9 4 3 2 2 1
10 4 3 3 2 2
11 4 3 3 2 2 1
12 4 4 3 2 2 1
13 4 4 4 3 2 2
14 4 4 4 4 3 2
GD1 5 5 4 4 3 2 1
GD2 5 5 4 4 4 2 1
GD3 5 5 5 5 4 2 2
GD4 5 5 5 5 4 3 2 1
GD5 5 5 5 5 4 4 3 1
GD6 5 5 5 5 4 4 3 2
GD7 unique/special
Level 1st 2nd 3rd 4th 5th 6th
4 2
5 3
6 3 1
7 3 2
8 3 2 1
9 3 3 2
10 3 3 2 1
11 3 3 2 2
12 3 3 2 2 1
13 3 3 3 2 2
14 3 3 3 2 2 1
15 4 3 3 3 2 1
16 4 4 3 3 3 1
17 4 4 4 3 3 2
18 4 4 4 3 3 3
No further spellcasting progression
Level 1st 2nd 3rd 4th 5th 6th
1 2
2 3
3 3 1
4 4 2
5 4 2 1
6 4 3 2
7 4 3 2 1
8 4 3 3 2
9 4 3 3 2 1
10 4 3 3 3 2
11 4 3 3 3 2 1
12 4 3 3 3 3 2
13 4 4 4 3 3 2
14 4 4 4 4 3 3
15 4 4 4 4 4 4
No further spellcasting progression
Skills allow characters to do things. Their use is situational. Some tasks may be easy enough not to require a roll. Alternatively, a roll might determine not success, but how long something takes, how pretty it looks, or how many resources were used.
When using a skill, a character rolls 1d20, and adds their skill level and intelligence bonus (certain skills can substitute charisma bonus instead). This is usually compared against target totals of 15 - 20 - 25 - 30, depending either on the difficulty of the task or the specifics of the desired result. For an "ordinary" task, 15+ suggests partial success, 20+ represents acceptable success, 25+ looks really good, and 30 is something exceptional indeed. Easy or unusually difficult tasks will shift the targets.
For instance, a character attends a feast at the local Baron's castle. During the meal, he spies a pretty girl, and with his poetry skill of 10 and +2 Int modifier, he tries a spontaneous poem to impress her. He rolls 1d20 and adds 12. If his total is less than 20, he's obviously drunk too much and the whole effort inspires only laughter and jibes (if less than 15, he might have just barfed on the dinner table). With at least a total of 20, he can get the words to rhyme, and with a 25+, come up with a poem that people will actually remember. If he can get to 30+, the pretty girl might just fall in love with this handsome and witty individual right on the spot. Too bad she's the daughter of the highly possessive and suspicious Baron ... but that's another story.
Skill use is somewhat "blind" in the sense that a player generally is not informed what kind of modifiers are in play with any given skill roll. Either you attempt the deed or you don't, there's no pre-calculation of modifiers from a player's standpoint unless you're from planet Vulcan ("never tell me the odds!" --- J. T. Kirk). However, a player always has a right to ask the GM for a commonsense character-perspective evaluation of an action before committing to a roll, particularly when there are potentially adverse results of failure.
Knowledge Areas are not really skills, but subject areas that a character has formally studied and researched. At any time during play, a player can use their character's Knowledge Areas in the same manner as a skill to gain additional insight or information in appropriate situations. In addition, a player with a knowledge area can tap the GM outside the game for discussion time over general knowledge or specialized issues. In some cases, there are even extra documents that will be made available to appropriate players. Players should understand that website information represents general knowledge about the world, and has its limitations in both scope and accuracy, whereas Knowledge Areas represents a scholar's view, with greater scope and accuracy.
When an area lists categories in parenthesis, each of these categories is considered a separate skill.
Some skills appear to overlap. This can be because one skill may be a more limited but easier learned version of the other, or sometimes because they may share particular characteristics. And, well, sometimes they just overlap. Some skills are intended more specifically for NPCs than characters, and are included on the list more out of logic than game appeal.
Characters receive new skill points at each level. At levels 2 through 4, characters gain 5 skill points. At levels 5 through 9, they receive 6, and at level 10 or higher, 7 skill points. Certain classes, primarily rogues, which have "package skills" receive additional skill points per level which must be assigned to those specific skills.
A skill point can be used to add a new skill or knowledge area, or to improve an existing one, with a maximum of 1 improvement per skill per level. Maximum skill score is 20.
The list below is not exclusive, I'm happy to add new ideas or possibilities that I've overlooked.
Not all skills are created equal, some are truly campaign-important and others are strictly aesthetic. The GM would like them all to be relevant, but makes no guarantees.
Acting
Knowledge and performance of classical theatrical productions, both of personal and international cultural origin. Not a "disguise" skill
Agriculture/Farming
Growing domesticated plants, usually in quantity
Alchemy
Knowledge and creation of potions and transmutations
Animal Empathy
"Reading" and understanding wild animals
Animal Husbandry
Caring for and breeding of domesticated animals
Animal Training
Training of domesticated animals, requires specialization for wild
Appraisal
Evaluating and pricing objects at local market value
Armor Repair
Field repair and maintenance of armor
Blacksmithing
Basic forge work. This skill multi-specializes for greater detail
Bowyer/Fletcher
Making, repairing, and maintaining bows, crossbows, arrows, bolts
Brewer/Wine Maker
Brewing of beverages, alcoholic and otherwise
Butchering
Turning dead animals into safe food to eat
Camp Life
Domestic skill in a wilderness (or at least non-urban) setting, includes handling cooking fires, camp hygiene and safety, and personal comfort skills.
Carpentry
Construction with wood
Cartography/Mapping
Making and interpreting maps and similar diagrams. Many countries are highly restrictive with this profession, particularly regarding non-natives.
mountaineering techniques
Chandler
Ship outfitter, includes some maintenance skills
Climbing
Professional climbing skill, as opposed to simple climbing ability. Includes free-climb and mountaineering.
Cobbler
Everyone wears shoes. Well, unless you’re a halfling …
Concealment
How not to be seen. Use is strongly influenced by terrain and conditions.
Cooking
Quality food preparation, haute cuisine
Cooper
Barrel-maker and woodworker
Dancing
A significant social skill in many cultures, this skill links in part to a character's social background and any culture/history skills known.
Diplomacy
Professional political mediation, includes etiquette and protocol knowledge. Primarily regards human cultures, with application to friendly non-human cultures.
Disguise
Use of mundane (non-magical) means to alter appearance.
First Aid
Minor non-magical healing and medical sense
Fishing
Catching fish and aquatic edibles
Food Preparation
Minimum skill cooking basics, particularly as applied to primitive settings, enough to prevent personal food poisoning at least. Inferior to Cooking at all skill levels.
Forgery
Creation of false documents or objects, generally a rogue-only skill
Gardening
Growing and arranging plants, particularly non-edible plants, as an aesthetic activity.
Gem Cutter/Jeweler
Precision gem cutting and making of small jewelry items.
Heraldry
Knowledge of heraldic signs, symbols, and designs of a specific culture, and an ability to attempt to interpret unknown ones.
Herbalism
Knowledge of plants and their medicinal/alchemic/other uses. Includes knowing where and when to find plants, specific blossoms, pollens, seeds, etc., as well as how to extract.
Horticulture
Raising and breeding of uncommon or unusual plants, including reagent plants. Similar to agriculture but smaller scale and more exotic plant types.
Hunting
Includes some tracking ability, stalking, and trapping
Inscription
Professional scribing, record-keeping, note-taking, etc.
Interrogation
Skill in extracting information through verbal discourse, either direct or indirect, subtle or intimidating.
Intimidation
Generates a bonus charisma modifier for influencing NPC actions, with risk of backlash or negative counter-reaction. Can be used in combat to influence opponent's morale or to gain attention.
Leatherworking
Use of leathers and composite materials to make leather armor and other "non-clothing" leather items (saddles, etc.)
Literacy
Language specific, covers both reading and writing. A basic literacy score of 5 represents partial literacy, a skill of 10 represents full general literacy. Scores higher enable encoding/decoding, complicated verbal analysis, legal advocacy, etc.
Lockpicking
Generally a rogue-only skill
Locksmithing
Making, and opening (!) of locks and sealed devices
Marketing
Buying and selling, pricing and haggling
Metalworking/Smelting
Smelting and alloying techniques
Milling
Process of converting plants into food or other resources
Masonry
Building and stonecarving
Move Quietly
Note the title of the skill is quietly, not necessarily silently, the latter being dependent on clothing, accouterments, and other conditions.
Music
Composition and performance with specific instrument classes
Nature Sense
Ability to read natural surroundings to evaluate or anticipate conditions, threats, weather, or unusual events.
Navigation
Accurate travel over distance, includes astronomy knowledge
Neutralize Traps
Specialized rogue-only skill
Oratory
Formal public speaking and legal advocacy techniques. Varies by culture.
Painting/Drawing
Aesthetic skill, includes drawing
Persuasion
Generates a bonus charisma modifier for influencing NPC actions. Similar to Intimidation, but less intimidating.
Pick Pockets
Specialized a rogue-only skill
Poetry
Aesthetic poetry and heroic storytelling
Poison Expertise
Skill in creation and use of poisons
Pottery
Making of pottery items and containers, decorative and functional
Research
Skill in the systematic search for information over time
Riding
Governs the ability to ride horses and domesticated animals comfortably over long periods and handle the animal in stress situations. Pre-requisite for riding-related combat skills.
Sailing
Operation of sailing vessels
Search
Specialized rogue-only skill
Singing
Trained singing techniques, including harmonization and arrangement
Skinning
Removing hides from animals to be made into leather
Stonecutting/Stonecarving
Non-precious stonework, both aesthetic and for building purposes
Storytelling
Skill in entertaining with either spontaneous or classical stories.
Streetwise
Skill at evaluating urban conditions and situations, from finding the best tavern to recognizing the "wrong neighborhood". Applies specifically to human-dominant communities; it is best in a familiar culture but applies to any.
Survival
Basic survival principles, finding food or shelter, anticipating weather dangers, making fire. Applies to all environments.
Swimming
Floatation and movement in water
Tailor/Haberdasher
Making, repairing, and refining clothing
Tanning/Curing
Turning animal skins into leather
Teaching (skill)
Skill in professional teaching (transmitting to others) of a specific skill or knowledge area. Requires the skill in question.
Teamster
Operating and care for animal teams
Torture
Use of specific pain-inducing techniques and equipment
Tracking
Ability to find and follow creatures in wilderness environments
Weaving
Includes fabrics, natural plants, etc.
Wheelwright
Wheel-makers, often also wagons, carts, etc.
Ancient Lore (world) (specific culture)
Knowledge of pre-Second Age human history and legend. World application provides broad overviews, while choosing a specific culture for study allows greater depth of information, but limited to the appropriate culture.
Ancient Languages (general) (specific)
See notes on Literacy, above. This governs any pre-Second age language.
Dungeons and Treasures
The historical study of famous adventurer destinations, and some of the famous Artifacts found in them. This skill is similar to Legends & Lore, but is focused on specific adventurer destinations and famous items.
Legends and Lore
Study of legendary creatures, items, and artifacts found on the Prime Material Plane. Similar to Dungeons and Treasures, but is focused more on cultural legends and stories, histories and backgrounds, famous individuals, and the like.
Modern Culture (world) (specific)
Governs understanding of different cultures, including their laws, customs, formal and informal etiquette and mores, governments, history, etc. Applicable to any individual culture of the Second Age. All characters receive this skill specialized for their native culture for free.
Multiverse (general) (plane specific)
Study of the planes beyond the Prime, their nature and their creatures
Engineering (civil) (military)
Civil engineering is reasonably common in many cultures, military engineering is a highly restricted skill in virtually all.
Extraplanar Creatures
Knowledge of extraplanar creatures known to travel to Prime Material plane
Humanoid Cultures (general) (specific)
Study of non-human races, their cultures and histories. Can be applied to an individual race for greater detail regarding those specific creatures.
Nature
An academic study of nature (as opposed to the pragmatics of Nature Sense), including understanding of ecosystems and biological processes.
Geography, Cultural
General knowledge of who (or what) lives where and believes in what. Includes humans and humanoids (more limited on the latter).
Geography, Physical
Knowledge of earth structures, surface and sub-surface geography and geology
Modern History (Culture)
Knowledge of historical persons and events of a specific culture in the Second Age.
Religion (specific)
This is not just religious belief, but the comprehensive study of the dogma and doctrine of specific religions, including subjects like ceremonial and ritual practices, knowledge of gods, creatures, and individuals unique to that religion, holy days and events, songs and prayers, etc.
Tactics - Siegecraft
Covers knowledge of military tactics and operations in siege warfare. Includes knowledge of creation and tactical use of siege engines, fortress design and construction, siege procedures, etc.
Tactics - Leadership
Refers to the coordination of multi-man (etc.) large-scale units in battle. This is a highly restricted skill in virtually every culture, for obvious reasons, but non-denominational mercenary training opportunities exist world-wide.
Combat skills are divided into Proficiencies, Fighting Styles, and Expertise (specialization)
Proficiencies allow skilled use of weapons in combat. As a general rule, a proficiency allows the use of a range of related weapons; for example, the one-handed mace category covers clubs, batons, maces, and hammers, all being striking/smashing-type weapons. A character can, of course, use any weapon they pick up, including improvised ones, but unskilled weapon use forfeits half the normal level-based "to hit" bonus, and the weapon provides no defensive value unless used to parry. Initial proficiencies are assigned by character class and background; more can be learned in the leveling process.
While proficiencies govern what type of weapons a character can use, fighting styles determine how they are used. An individual fighting style is any weapon or combination of weapons that accounts for both hands and the conditions of combat. For these purposes, an open hand is considered a “weapon” (proficiency: brawling or unarmed), as is a shield (proficiency: shield use).
A fighting style almost always has one of three standard forms: a single one-handed weapon and a neutral hand, two one-handed weapons, or a single two-handed weapon.
A character may use any normal fighting style for weapons they have proficiency in. As an example, assume a character is proficient in one-hand sword, dagger, shield, and brawling. That character could fight with any of the following styles:
Sword and open hand 2 swords sword and shield
Dagger and open hand 2 daggers sword and dagger
Shield and open hand 2 shields dagger and shield
No weapon (2 open hands)
Expertise allows characters to specialize in specific fighting styles. Certain classes gain 1 expertise point per level, starting with second, most other classes gain 1 point every even-numbered level, starting with second, a few gain one point every third level (3, 6, 9, etc.).
Each point of expertise is like a “+1” modifier that can be assigned to either the hit, damage, or armor class bonuses gained when using one specific fighting style. If assigned to hit or damage, the modifier applies to each/all attacks with that style. If assigned to armor class, the modifier applies whenever using that style.
Thus, in the example above, a character with two expertise points might choose a +1 AC bonus with sword and shield, and a +1 hit bonus with 2 daggers. Each bonus applies only to its specific style. Neither would affect fighting sword alone, dagger and shield, 2 swords, etc.
Once earned, expertise points can be committed immediately or held indefinitely. Expertise points are generally permanent once committed, but there are circumstances under which they can be re-trained. Each new point is assigned completely independent of prior commitments.
The maximum total number of expertise points that can be assigned to any individual combat style depends on character level. At tenth level and below, the maximum is three, with no more than two to any individual bonus. At eleventh level and higher, the maximum is five, with a maximum three to any individual bonus.
Armor Use (light, medium, heavy)
All characters receive this skill as appropriate for their class. Use of unfamiliar armor can incur movement, combat , and/or activity penalties
Axe, 1H
This skill governs the use of one-handed weapons striking at right angles to the haft of the weapon with cutting or piercing damage.
Axe, 2H
Governs two-handed axes up to approximately 6’ in length (greataxe, bardiche, etc.)
Bow
Use of bow-and-arrow weapons in ranged combat situations.
Brawling
Free and automatic for all classes, this skill represents both a default for an open hand and to represent simple unarmed melee combat, and should be distinguished from its more sophisticated variant “Unarmed”. This skill is disadvantageous when used alone against melee opponents using "real" combat skills. Cannot generally be used on horseback.
Crossbow
Use of crossbow weapons in ranged combat situations.
Dagger/Knife
Bladed weapons typically 8" long or less.
Exotic
Weird stuff.
Fencing
This proficiency is not a specific weapon, but a technique which modifies other proficiencies. It allows a single one-hand weapon to execute all a character's attacks while the off-hand is ignored. However, regardless of the number of attacks, the weapon's defensive value is only counted once. Not all one-handed weapons are suitable. Must have normal proficiency in the weapon being used.
Flexible, 1H
Articulated weapons, chain or rope-based weapons, and segmented weapons used with a single hand. Morning stars, flails, and whips would all fall into this category.
Flexible, 2H
Probably overlaps with exotic, applying to things like Japanese kyotetsu-shoge, rope-type entangling weapons, and the like.
Formation Tactics
A tactic rather than a weapon skill, this proficiency allows multiple individuals to fight in close proximity without endangering each other. Skill must be shared amongst all individuals in question.
Horseback (melee/ranged)
Actually two separate proficiencies which allow free use of an individual’s appropriate other fighting styles while on horseback. Assumes prior possession of Riding skill.
Lance
Governs use of light and heavy lances from horseback, including jousting. Requires both Riding skill and Horseback. melee combat skill, as it can only be used when mounted.
Mace, 1H
One-handed non-edged striking weapons, primarily smashing damage, roughly 3' maximum length.
Mace, 2H
Non-edged striking and smashing weapons between approximately 4' and 8’ in length, like great club or maul.
Pole-arms
Defined primarily as 2-handed weapons over 6' length using cutting, striking, and/or thrusting attacks.
Shield
Shields are considered normal weapons, the armor class and damage they provide vary by shield type. Shields vary from AC 3 bucklers to AC 6 tower shields.
Siege Weapons
Provides basic familiarity with standard siege weapons, from ballista to trebuchet.
Spear, 1H
Pointy/stabby sticks, 3’ – 5’ length.
Spear, 2H
Covers use of all pointy sticks over 6’, long spear, partisan, pike, military fork, trident.
Staff
All non-pointy sticks approximately between 4' and 8' length. Particularly allows for improvised use of staff-like objects.
Sword, 1-H
Generally includes all single and double-edged cutting/thrusting weapons with blade lengths between 12" and 40".
Sword, 2-H
Generally includes all single and double-edged cutting/thrusting weapons with blade lengths over 40".
Throwing (light)
Allows accurate throwing of small weapons and objects, thrown with arm motion only.
Throwing (sling)
Allows use of slings, etc.
Throwing (heavy)
Allows accurate throwing of large weapons and objects requiring "full-body" throwing. (javelin, pilum, 2-handed heavy objects)
Unarmed
Skilled combat without weapons. Includes striking, grappling, and parrying techniques. Has limited effectiveness against certain creature types.
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