Escolar Documentos
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A Cleric begins with Legend and Superstition as standard, and then has 1 skill choice per 4 points of his base wisdom score to choose as he wishes. The starting base chance for all first level skills is the characters Wisdom x 2 as a %. Legend (Wis x 2)
Use this skill to recall Legends regarding locations, artifacts, weapons, historic events, etc.
Superstition (Wis x 2)
Use this skill to recall popular superstitions regarding places, creatures, objects or customs. How much reality is grounded in each superstition is debateable.
Preacher (Wis x 2)
This is the ability to tell good, entertaining yet enlightening and educationally instructive parables and stories to individuals or groups of people. A good preacher / storyteller has a large repertoire and knows how to select the best parable, sermon or story for the current audience. The level of success determines how well a sermon has been put forth, and thus determines the crowd's reaction. A fumbled roll will create hostility in the audience.
Herbalist (Wis x 2)
Use this skill to identify herbs and to know where to look for herbs. Herbs have many uses in potions, spells, healing and as sources of cash when sold. The standard time for a Herb search is 2 hours in a likely location. Herb availability will vary from location to location and by season of the year.
Fungilist (Wis x 2)
When on extended periods underground, it is useful to be able to tell the difference between edible and poisonous fungi (or which 50% of underground fungus is poisonous). It is impossible to harvest edible fungi without this NWP. If the PC has plenty of light and an opportunity to study the fungus in question closely and uninterrupted for 2 turns, no check is required. If he is unable to see the fungus properly, often the case when using infravision, or has to make a hasty decision about edibility, a check must be made. If using the skill to gather food, a one hour search will pick enough to feed two people for one meal or add as a quarter ingredient in a meal for four.
Librarian (Wis x 2)
This proficiency allows much knowledge on the proper handling, care, and filing of tomes. If a Librarian wishes to find a tome in a filing system he is familiar with, no roll is required. An unfamiliar filing system requires a proficiency check, while a library that has no standardized classification system calls for a check at -3 (the Librarian asks himself, "Where would I put that book if this were my library?"). The handling of brittle tomes is best left to a Librarian. A proficiency check allows them to handle brittle pages without further damage to rare, ancient tomes. In addition, Librarians are experts at quick research, and can skim any book they could normally read at 2-4 (1d3+1) times the speed it would take the average person to read the tome. Because one is actually only looking for key words and ideas, one cannot skim one's spells to decrease memorization time, but it may help reduce spell research time at the DM's option. The skill assumes that the Librarian speaks the language that the books are written in, or has some similar method to discern the contents of the book or piece of information he is looking for.
This NWP is not cumulative with the healing NWP - the first used will take precedence. The veterinary proficiency can be used on humans, demi-humans, and humanoids at half the normal chance for success.
Superstition (Int x 2)
Use this skill to recall popular superstitions regarding places, creatures, objects or customs. How much reality is grounded in each superstition is debateable.
Herbalist (Wis x 2)
Use this skill to identify herbs and to know where to look for herbs. Herbs have many uses in potions, spells, healing and as sources of cash when sold. The standard time for a Herb search is 2 hours in a likely location. Herb availability will vary from location to location and by season of the year.
Fungilist (Wis x 2)
When on extended periods underground, it is useful to be able to tell the difference between edible and poisonous fungi (or which 50% of underground fungus is poisonous). It is impossible to harvest edible fungi without this NWP. If the PC has plenty of light and an opportunity to study the fungus in question closely and uninterrupted for 2 turns, no check is required. If he is unable to see the fungus properly, often the case when using infravision, or has to make a hasty decision about edibility, a check must be made. If using the skill to gather food, a one hour search will pick enough to feed two people one meal.
Librarian (Wis x 2)
This proficiency allows much knowledge on the proper handling, care, and filing of tomes. If a Librarian wishes to find a tome in a filing system he is familiar with, no roll is required. An unfamiliar filing system requires a proficiency check, while a library that has no standardized classification system calls for a check at -3 (the Librarian asks himself, "Where would I put that book if this were my library?"). The handling of brittle tomes is best left to a Librarian. A proficiency check allows them to handle brittle pages without further damage to rare, ancient tomes. In addition, Librarians are experts at quick research, and can skim any book they could normally read at 2-4 (1d3+1) times the speed it would take the average person to read the tome. Because one is actually only looking for key words and ideas, one cannot skim one's spells to decrease memorization time, but it may help reduce spell research time at the DM's option. The skill assumes that the Librarian speaks the language that the books are written in, or has some similar method to discern the contents of the book or piece of information he is looking for.
Alchemist (Int x 2)
Allows a chance to identify chemicals and compounds, potions, poisons & recognize potential ingredients for alchemical potions (said ingredients perhaps being useful parts of recently slain creatures or discovered plants). Does not allow brewing of potions, etc. This skill also allows the user to attempt to brew acids. Can only make weak acid at no penalty to the check roll, and may make medium acid at a check penalty of -4 (see alchemy).
Spellcrafter (Int x 2)
Although this proficiency does not grant the character any spellcasting power, it does give him familiarity with all different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect. Those
talented in this proficiency also have a chance (equal to of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are.
Dweomercrafter (Int x 2)
This rare proficiency represents a much in-depth study of Charter Magic - the forces, which underlie magic and the multiverse itself. Hence, it usually must be learned from a university or academy. On a successful proficiency check during spell research when learning or creating a new spell, the wizard can reduce the time required to complete the spell by 25% and add to its casting initiative by 1 point per each 5 points of his own intelligence score. The expenses that would have arisen during this now unneeded extra time of research are, naturally, not accrued.
Cryptobiology (Int x 2)
This skill allows the magician to recognise magical, enchanted or legendary creatures and to know something of their habits and purposes on a successful skill check.