Compiled List of Proficiencies; Extended & With Descriptions icon

Compiled List of Proficiencies; Extended & With Descriptions



НазваниеCompiled List of Proficiencies; Extended & With Descriptions
Дата конвертации09.07.2012
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1. /Ivrel/Core Rules/Addendums/Monster Addendum 1 [Draconians].doc
2. /Ivrel/Core Rules/Addendums/Monster Addendum 2 [Dragons].doc
3. /Ivrel/Core Rules/Core 0.0 - Ivrel Land of Legends Title.doc
4. /Ivrel/Core Rules/Core 0.1 - Table of Contents.doc
5. /Ivrel/Core Rules/Core 1.0 - Rules of Ivrel .doc
6. /Ivrel/Core Rules/Core 1.1 - Alternate Alignment System.doc
7. /Ivrel/Core Rules/Core 1.2 - Alternate Hit Point System.doc
8. /Ivrel/Core Rules/Core 1.3 - Expanded AC & RF System [LiteRF].doc
9. /Ivrel/Core Rules/Core 2.0 - Race Quick List.doc
10. /Ivrel/Core Rules/Core 2.1 - Races of Ivrel .doc
11. /Ivrel/Core Rules/Core 3.0 - Proficiencies List.doc
12. /Ivrel/Core Rules/Core 3.1 - Proficiencies Discriptions.doc
13. /Ivrel/Core Rules/Core 4.0 - Kits Allowed in Ivrel.doc
14. /Ivrel/Core Rules/Core 4.1 - Priest Kits of Ivrel.doc
15. /Ivrel/Core Rules/Core 4.2 - Specialty Classes of Ivrel.doc
16. /Ivrel/Core Rules/Core 4.2.1- Knight & Kelan Codex.doc
17. /Ivrel/Core Rules/Core 5.0 - Ivrel System Notes.doc
18. /Ivrel/Core Rules/Core 5.1 - Pantheon of Ivrelian Gods.doc
19. /Ivrel/Core Rules/Core 5.2 - Societies of Ivrel .doc
20. /Ivrel/Core Rules/Core 5.3 - Unique Weapons, Spells and Magical Items of Ivrel.doc
21. /Ivrel/Core Rules/Core 6.0 - Tables.doc
22. /Ivrel/Core Rules/Core 7.0 - Character Sheet Ivrel.doc
23. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Eight Monsters.doc
24. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Five Campaign Details.doc
25. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Four Kits & Classes.doc
26. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Nine Addemdums.doc
27. html">/Ivrel/Core Rules/Core Book Chapter Dividers/Chapter One Rules.doc
28. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Seven Misc.doc
29. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Six Tables.doc
30. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Three Proficiencies.doc
31. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Two Races.doc
Aurak draconians
From the Desk of Scott McClure
From the desk of Scott c mcClure
From the Desk of Scott c mcClure
From the desk of Scott C. McClure
Alternate Alignment System
Alternate Hit Point System for use on Ivrel
Ac and rf system Expanded
Quick Race List Information Sheet
From the Desk of Scott C. McClure
General Proficiencies; = In addition to those normally in the Players Handbook
Compiled List of Proficiencies; Extended & With Descriptions
Kits allowed on Ivrel [No Kits allowed to multi-class characters unless they are multi-class kits]
From the desk of Scott C. McClure
Specialty classes of Ivrel; these classes are unique to the Ivrel setting and as such may be very new to players not familiar with the setting
From the Desk of Scott C. McClure
Ivrel System Notes
Pantheon of Ivrelian Gods
Societies of Ivrel
From the Desk of Scott c mcClure
Compiled Character Tables
Character; Your name; dm; Scott C
Chapter Eight
Chapter Five
Chapter Four
Chapter Nine
Chapter One
Chapter Seven
Chapter Six
Chapter Three
Chapter Two

From the Desk of Scott C McClure

Compiled List of Proficiencies; Extended & With Descriptions

Compiled List of Proficiencies; Extended & With Descriptions


  1. General;

    1. Bureaucracy; this proficiency encompasses a working knowledge of governmental protocol and the skills necessary to navigate bureaucratic organizations. A character with this proficiency knows which official to approach and the best time to approach him. He knows where government records are kept and the procedures for examining them. He can obtain permits and other government documentation in half the normal time. No checks are required to do normal things. [Paladins Handbook pages 73 to 76]

    2. Alertness; a character with this proficiency is able to instinctively notice and recognize signs of a disturbance in the immediate vicinity, reducing by 1 in 10 the character’s chance of being surprised whenever he makes a successful proficiency check. [Thief Handbook pages 16 to 20]

    3. Trouble Sense; sometimes known as danger sense, this proficiency gives the character a chance to detect otherwise undetectable threats by instinct. The characters trouble sense comes into play when the character is threatened by a danger he hasn’t noticed yet. The DM makes all checks in private, on a successful check the character is only surprised on a roll of 1 by a sneak attack and treats any rear attack as flank attacks instead. The DM may modify the proficiency check if the character is taking extra precautions or if the attacker would be particularly hard to notice before striking. Normally costs one weapon slots. [Players Options: Combat & Tactics Handbook pages 71 to 80]

    4. Leadership; characters with the leadership proficiency understand how to motivate people and get the most out of them. In battlefield situations the proficiency adds +2 to all morale checks made by the unit being lead by the character. In normal situations the skill adds +1 to all checks made by the group being lead by the character. Original skill was meant for warriors only. [Players Options: Combat & Tactics Handbook pages 71 to 80]

    5. Ambidextrous; some characters are able to use either hand with equal coordination and skill. They are neither right-handed nor left-handed. When fighting in two-weapon style or weapon and shield style, a character has two primary hands and suffers a –2 penalty to hit with either hand. If the character specializes in either two-weapon style or weapon and shield style the penalty is reduced to 0. Original proficiency was available to only warrior and rogue. This proficiency costs a weapon slot to take. [Players Options: Combat & Tactics Handbook pages 71 to 80]

    6. Boating; a character with the boating proficiency is needed to guide a boat down a rapid stream or to reduce the dangers of capsizing a canoe or kayak. In addition a character with boating proficiency can insure that a boat is propelled at its maximum speed. Note; that this proficiency is distinctively different than navigation and seamanship, which apply to all large seagoing naval vessels. [Thief Handbook pages 16 to 20]

    7. Observation; characters with this proficiency have cultivated exceptionally acute powers of observation. The DM may ask for a proficiency check [or secretly roll it himself] anytime there is something subtly askew; he may also allow characters with observation to increase their chances of finding secret or concealed doors by 1 in 6. The proficiency check covers all senses. [Thief Handbook pages 16 to 20]

    8. Locksmithing; this is the specialized skill of making locks. It is treated like other “craft” proficiencies when checking for success. Also thieves with this proficiency gain a 10% bonus to their lockpicking skill, because they are intimately familiar with the internal structure and working of so many locks. [Thief Handbook pages 16 to 20]




    1. Poetry; this proficiency includes the skills necessary to recite poetry and judge its quality. It also indicates that a character has a repertoire of poems memorized for recital at any time. No check is required for a normal recital. If the character can read and write, original poems can be written. A successful check indicates that the poem is above average quality. [Humanoids Handbook pages 92 to 98]

    2. Drinking; this proficiency, and its companion proficiency, Eating, is important to many people. A successful check indicates that the character can consume up to twice as normal at one sitting. This will allow the character to go twice as long without drink before beginning to suffer adverse effects. If alcoholic beverages are involved, a successful check allows the character to consume twice as much before adverse effects begin to bother him. [Humanoids Handbook pages 92 to 98]

    3. Eating; much like the drinking proficiency, this proficiency allows the character to store up food. A successful check indicates that the character can consume up to twice as much as normal. This allows a character to go twice as long without food without suffering any adverse effects of hunger. [Humanoids Handbook pages 92 to 98]

    4. Hiding; hiding is the ability to instinctively select the best hiding place under nearly any condition. Characters who make successful checks can virtually disappear from view. Success is determined by modifiers based upon the intelligence of the character being hidden from. This proficiency check operates independently of any natural camouflage or hiding ability the character might already has. Modify the check by +1 for every point of intelligence of the pursuer above 10. Modify the check by –1 for every point of intelligence of the pursuer below 10. [Humanoids Handbook pages 92 to 98]

    5. Cheese making; this proficiency allows a character who has it to expertly create cheese from the curds of soured milk. A proficiency check is required only when attempting to prepare a truly magnificent wheel of cheese as a special gift or for a special celebration. [Humanoids Handbook pages 92 to 98]

    6. Winemaking; this proficiency allows a character to create wine from the fermented juice of grapes or other plants and fruits well enough to make a living at it. The character will always succeed to some extent; proficiency checks are only required when attempting to prepare a truly magnificent wine for a special gift or for a special celebration. [Humanoids Handbook pages 92 to 98]

    7. Danger Sense; this proficiency provides a character with a sixth sense which warns of impending danger. On a successful check, the character avoids a trap at the last second or realizes that opponents wait to ambush him due to a sudden warning tingle that cannot be ignored. DM rolled. [Humanoids Handbook pages 92 to 98]

    8. Craft Instrument; character with this proficiency must state which type of instrument they are skilled at crafting; wind, stringed, percussion or keyboard. Characters must buy material equal to one quarter of the instrument’s sale value. Wind and Percussion instruments require 1d6 days to craft. Stringed instruments require 2d8 days to craft and keyboard instruments require 3d10 days to craft. Each day requires ten hours of concerted effort on crafting the instrument. If craftsman tools are not present all times are doubled. Simple repairs take 1d4 hours on a successful proficiency check. [Humanoids Handbook pages 92 to 98]

    9. Distance Sense; this proficiency enables a character to estimate the total distance he’s traveled in any given day, part of the day or a number of consecutive days equal to his level. [Rangers Handbook page 82 to 86]

    10. Cartography; this proficiency grants skill at map making. A character can draw maps to scale, complete with complex land formations, coastal outlines and other geographic features. The character must be reasonably familiar with the area being mapped. The DM makes the proficiency check in private to determine the accuracy of the map. If the roll succeeds then the map is flawless. If the roll fails then the map have some minor errors here and there. If the roll fails on a 20 then the map has glaring errors that are insurmountable. [Rangers Handbook page 82 to 86]




    1. Foraging; by using this proficiency, a character can search a wilderness area to locate a small amount of a desired material, such as a branch suitable for carving a bow, enough kindling to start a fire. A medicinal herb or a component required for a spell. The character must spend 2d4 hours searching and the material must theoretically be available in the area being searched. A successful check by the DM means the material is found in the allotted time and a failed roll means it wasn’t found in the allotted time. Made general for Ivrelian campaign, normally warrior and rogue only. [Rangers Handbook page 82 to 86]

    2. Signaling; this proficiency gives a character the ability to send messages over long distances. The character must designate his preferred method for signaling. For each additional slot spent on this proficiency the character may add another signaling method. A character can send ten words per combat round via signaling. To interpret the signal, the recipient must be able to see or hear it. He must also have the signaling skill and make a successful proficiency check. [Rangers Handbook page 82 to 86]

    3. Boatwright; the boat wright proficiency allows a character to construct all kinds of watercraft up to a maximum length of sixty feet. Only the character cannot build larger vessels. The time required to build a boat is about one week for every foot of the boat. For each character with the boat wright skill working together reduce the time by half to a minimum time of three weeks. A maximum of one boat wright per five foot of watercraft can work on the same vessel. [Dwarven Handbook pages 39 to 47]

    4. Fungi Recognition; although characters prefer not to, sometimes they have to survive on a diet of fungi. They would rather use these as supplements to their regular diet, but when times are hard or when involved in extended underground expeditions. The proficiency allows the character to identify edible fungi from the poisonous or unwholesome varieties. If the character is in good light and can study the fungi then no proficiency check is required. If no good light is present a check is required. For use underground. [Dwarven Handbook pages 39 to 47]

    5. Sign Language; characters that were engaged in long running warfare with other races most frequently use Sign language. It permits silent communication with anyone who sees and understands the signals. The maximum range is usually line of sight in a lit area [outdoor setting] or the extent of the receiver’s infravision. Sing may be an extensive language capable of handling long conversations or simply a means of communicating a few easy to understand phrases. A proficiency check is made when speaking or interpreting sign. A bonus of +2 is applied when the sign is short and concise. A penalty of –2 is applied if the sign is long and complex. [Dwarven Handbook pages 39 to 47]

    6. Slow Respiration; a character with this proficiency has the ability to enter a deep trance and reduce the amount of air he needs to stay alive. To induce the trance, he must be in a restful position, either sitting or lying down. After concentrating for one turn, pulse and breathing drop well below normal, so that breathing requires only 10% of the rate when resting. The character emerges from his trance at will, fully aware of anything, which has occurred nearby. [Dwarven Handbook pages 39 to 47]

    7. Sound Analysis; this proficiency allows a character to determine the size of underground areas by generating noise and analyzing the echoes that return. To use the proficiency the character must be in absolute silence [or as near to it as possible]. The sounds created must be sharp and of staccato quality. The pc makes a proficiency check. If the check is successful, he has correctly analyzed the size of the area in question to within plus or minus 25% of its height, width and length. Proficiency checks of five or less means much more information is obtained. The biggest danger of this proficiency is that it broadcasts to all creatures in the area where you are. [Dwarven Handbook pages 39 to 47

    8. Underground Navigation; a character with this proficiencies can determine direction underground and the shortest route to the surface. By careful analysis of air currents and contents, a character can even determine whether there are any pockets of poisonous gas in the air. A successful proficiencies check is required to use the proficiency. [Dwarven Handbook pages 39 to 47]




    1. Survival Underground; underground survival provides knowledge of the underground. It helps the character distinguish edible and poisonous insects and able to determine the safety and stability of tunnels, cavern ceilings and the like. [Dwarven Handbook pages 39 to 47]

    2. City Familiarity; a character with this proficiency is usually knowledgeable about one specific community, chosen when the proficiency is purchased. City Familiarity gives the character a good knowledge of the important political and financial figures in the community, an understanding of which families (and criminal organizations) are most important and how they relate to one another and a good grasp of the city's main streets and byways. The character needs no skill check to call on this information. When the character wants more detailed information-such as the precise layout of streets when he's running away from the city guards, the name of the number-two man in a specific crime organization, or the knowledge of which politicians are cheapest to bribe-the character must make a proficiency check with a difficulty modifier determined by the DM. A character must have lived in a city for at least three months before he can purchase the City Familiarity proficiency and-except for the town in which he grew up-he can do so only with DM permission. [Ninja’s Handbook]

    3. Night Vision; This proficiency improves a character's ability to see in low-light conditions. It is not equal to infravision but is still useful. To use his Night Vision, the character must spend five rounds in the type of light he will be moving or waiting in. Until he has spent that amount of time in the dark, this proficiency just does not work (however, the character can be doing other things while letting his eyes adjust, so long as these other tasks do not expose him to varying light conditions). Once his eyes have adjusted, the character can use his Night Vision at any time. Whenever he looks at something, he must make a Night Vision proficiency check. With a successful check, the character's Visibility Ranges (from the Player's Handbook, Chapter 13) are doubled in the following conditions: Fog (dense or blizzard), Fog (moderate), Night (full moon), Night (no moon), and Twilight. Thus, a character under a full moon at night would be able to spot movement at 200 feet rather than at 100 feet. If the character with this proficiency is exposed to a change in illumination-such as by having a fireball go off within 500 feet or by having a torch or lamp waved in his face-his eyes are dazzled. His Night Vision is gone and cannot be regained until the character has again spent five rounds letting his eyes adjust. Constitution. [Ninja’s Handbook]

    4. Mythic Lore; in his youth, the character spent many sleepless nights listening to the tales of magnificent heroes and their deeds. The character now has a 5% per level chance of knowing the history of any magical or legendary item as well as facts pertaining to the item. [Adapted from Dragon Magazine Issue 257]

    5. Spelunking; a character with this proficiency has a thorough understanding of caves and underground passages, including there geology, formation and hazards. The character generally knows what natural hazards are possible and what general equipment a spelunking party should outfit itself with. A successful proficiency check can reveal the following information: [Rangers Handbook page 82 to 86]

      1. Determine, by studying cracks in the walls and pebbles on the floor, sniffing the air, etc., the likelihood of a cave-in, flash flood or other natural hazard. This only works in regards to natural formations and is negated if the formations have been altered in any way.

      2. Estimate the time required to excavate a passage blocked with rubble.

      3. While exploring extensive underground caverns, a successful check reduces the chances of getting lost.




  1. Rogue;

    1. Looting; this proficiency represents a knack for grabbing the best loot in the shortest amount of time. For instance, a cat burglar breaks into a room in a wealthy mansion. He has about two minutes to fill his backpack, so that he can escape before the guards are summoned by magical alarms. If his proficiency check succeeds, he is able to recognize and stuff his pack with the most valuable combination of items that is feasible, given his limitations of time and space. [Thief Handbook pages 16 to 20]

    2. Information Gathering; this proficiency represents the ability to gather information from underworld, most commonly about roguish “jobs” and characters. A character with this proficiency, in appropriate circumstances, will be aware of any major rumors circulating among the lowlife of an area. [Thief Handbook pages 16 to 20]

    3. Close Quarter Fighting; See warrior’s version.

    4. Camouflage; see warrior’s version.

    5. Detect signing; this proficiency allows a character to realize when others are communicating using secret methods of conveying information. The character that makes a Detect Signing roll recognizes seemingly meaningless symbols as writing and ordinary speech or slight body gestures as having special meaning, although she just will not know the content of the communication. At the DM's discretion, a Detect Signing roll made by 2 or more will allow the character to recognize when other sorts of subtle communication are being used, such as thieves cant. If a character makes her Detect Signing roll by 6 or better, she can recognize one word or symbol in a specific communication and understand it's meaning. The DM chooses which word the character recognizes (this is an opportunity for the DM to pass an intriguing clue on to the character). [Ninja’s Handbook]

    6. Escape; this non-weapon proficiency allows a character to slip out of ropes and other types of bindings. When a character is bound or tied, the DM assigns a penalty based on the type and circumstance of the binding. The following table shows standard penalties for a variety of situations. The character with Escape proficiency can try to use his skill in order to free himself. He rolls his proficiency and applies the appropriate penalties. If the roll is successful, he can unite himself. The DM may assign a penalty equal to the number by which the binding character makes his find/remove traps roll divided by five. (For example, if the character has a 50% chance but rolls a 30, he has made the roll by 20. The penalty is -4. Escape proficiency does not allow the character to undo locks or escape other sorts of traps. Those tasks require the open locks and find/remove traps skill. [Ninja’s Handbook]

      1. Standard rope 0

      2. Rawhide, dry -2

      3. Rawhide, soaked and shrunken -4

      4. Wire -3

      5. Fingers individually tied/taped -4

      6. Binder takes extra time/attention -2

      7. Binder takes little time/attention +2

      8. Binder is of the Rogue group -3

      9. Binder makes a find/remove traps roll -2

      10. PC with skill tries to untie another NPC +4

      11. Bound PC tries to untie another NPC -4

    7. Feign/Detect Sleep People who pretend to be sleeping seldom do it right. However, most people don't know hot to tell the fakers from those really asleep. Characters with this proficiency are trained to feign sleep accurately and to determine when others are feigning sleep. This skill is of special use to the PC on guard duty and those infiltrating a secure site. A PC will use this skill when listening to seemingly sleeping guards and guests. If he detects one who is breathing wrong, he can take steps to capture or silence the faker. Likewise, a PC can use this skill to convince an intruder that he is truly asleep, so that he can creep up on the intruder from behind when his back is turned. Acting proficiency can convey the ability to feign sleep, but the Acting check is made at a - 4 penalty instead of the standard -1. [Ninja’s Handbook]

    8. Hold Breath; this proficiency helps a character hold her breath for extended periods of time (see the rules in the Player's handbook, chapter 14, for the amount of time a character can normally hold her breath). With Hold Breath proficiency, a character can hold her breath for half her Constitution score in rounds (rounded up). If the character is exerting her, this time is halved (again rounding up). When attempting to hold her breath beyond this time, the character rolls the usual Constitution check each round. The first check has no penalty, but each subsequent check takes a cumulative -1 penalty. Once a check is failed, the character must breathe; if she cannot reach air, she dies. [Ninja’s Handbook]

    9. Intimidation; see warrior’s version.

    10. Venom Handling; see wizard’s version.

    11. Quick Study; This proficiency allows a character to temporarily learn enough about a skill, a job, or an area of scholarship to pass as someone who belongs to a related profession. When using this proficiency, the PC spends one week (eight hours a day) studying the skill who wishes to learn. At the end of the week, the character has a working knowledge of the field studied. Over the next several days, she will be able to pass as a practitioner of that skill, though not as an expert. When she has completed his study and must utilize the skill, the character makes a normal proficiency check with an additional -3 penalty. One week after the character has completed her study, she suffers a -2 penalty because she has forgotten some details of the skill. Each week thereafter, she takes another cumulative penalty. This proficiency will not allow a character to demonstrate an expert level of ability with the skill being simulated. If the character undertakes a task that, in the DM's estimation, calls for an especially broad or deep knowledge of the subject, the DM can decide that the character cannot perform the task. The character can then make a normal Intelligence checks; success means that she realizes that she's in over her head and cannot succeed. It is not possible to spend extra non-weapon proficiency slots of Quick Study to improve the roll. However, it is possible to buy the proficiency more than once in order to study two skills per mission. [Ninja’s Handbook]

    12. Toxicology; in the hands of a PC with this skill, proficiency in Herbalism is bent toward knowledge of knockout drugs and poisons. A toxicologist knows more about such drugs than an Herbalist with a similar Intelligence score (hence the lack of penalty), but will not know anything about other types of chemical compounds. [Ninja’s Handbook]

    13. Quickness; see warrior’s version. Note: rogues must select this as a weapon slot [one slot instead of two as in the Players Options: Combat & Tactics Handbook pages 71 to 80]

    14. Pest Control; this proficiency is used to keep strongholds, homes and other habitable places free of pests like rats, carrion crawlers, jermalaines, kobolds and other small creatures. Similar to the set snares proficiency, it is concerned with catching underground pests and does not use snares. Traps are set to trigger metal cages, drop nets or iron doors, which catch or contain the offending creatures. [Dwarven Handbook pages 39 to 47]

    15. Acting; this proficiency allows a character to skillfully portray various roles, often as an entertainer. It can also be used to enhance a disguise. If a character has both acting ad disguise proficiencies, the check for either is made with a +1 bonus. Proficiency checks are only required if the characters is trying to portray a difficult role or is “ab lib” without rehearsal. [Humanoids Handbook pages 92 to 98]

    16. Fine balance; characters with this talent are blessed with an innate sense of balance and have an uncanny knack for keeping their feet under them. With a successful check, the character gains a +2 bonus on any climbing checks, saving throws or ability checks to avoid slipping or falling. In addition the character reduces any penalties for fighting in off-balance or awkward situations by 2 points. The fine balance is also very useful for tightrope walking, tumbling and climbing walls. If the DM determines that the characters exceptional balance would influence a particular feat, the characters gain a +2 or +10% bonus to his rolls to resolve the action. The original skill was available to both warrior and rogue. [Players Options: Combat & Tactics Handbook pages 71 to 80]

  2. Fighting Style Specializations; a character may begin play with only one style specialization. If he is a single-classed warrior, may learn others as he gains new weapon proficiency slots. Only warriors, rogues and priest can select style specializations. Only warriors and rogues can select two-weapon style specialization. Only single classed warriors can ever learn more than one style [this includes Knights and Kelans]. [Fighters Handbook pages 62 to 64]

    1. Two-Handed Style; two handed style involves carrying and wielding a weapon with both hands. Naturally, many weapons require two-handed technique. Other weapons have it as a listed option.

      1. The advantage of this style is the ability to wield large massive damage dealing weapons skillfully. In addition the style provides an enhanced ability to retain the weapon when someone is trying to disarm the wielder. On top of that the style drops the speed of the weapon by three points. Another bonus of this proficiency comes to light when using a one-handed weapon two handed style. When striking with a one-handed weapon using the two weapons style the weapon deals +1 damage [no speed increase].

      2. The disadvantage of this style is the lack of shield use or other types of hand held device uses. In addition to that the weapon must be used two-handed to gain the speed bonus. It doesn’t apply to single-handed weapons or hand & half weapons such as the bastard sword.

    2. Weapon and Shield; this is the classic technique of using a one-handed weapon and carrying a shield on the other arm.

      1. The primary advantage of this style is the AC bonus gained by carrying a shield remains when striking at opponents. A character with this proficiency can strike and still get the shields AC bonus. In addition they can shield bash an opponent for 1d4 damage in addition to his attacks per round.

      2. The disadvantage of this style is the unfamiliarity with single, two or two-handed weapon style.

    3. Two-Weapon Style; with this popular style, the fighter has a weapon in each hand [usually a longer weapon in the prime hand and a smaller weapon in the off hand].

      1. The primary advantage of this style is the extra weapons attack each round. Characters with this style have no penalty to strike with their prime hand and only a –2 to strike with their off hand. If ambidextrous is taken the penalties are negated. Rangers and Paladins [Page 6 table 6 of the Paladins Handbook] are considered to have one slot in this style automatically.

      2. The primary disadvantage of this style is the lack of a shield or free hand.

    4. Single Weapon style; single-weapon style means a character wields a one-handed weapon in one hand and nothing in the other. Though in real life this type of weapon use is often at a disadvantage compared to many of the others, its very popular in film and fiction … and so it has some virtue in the game.

      1. The advantage of this style is the ability to do other things with the free hand during combat. In addition it grants an one point AC bonus for the first slot spent in specialization, this proficiency can be doubled up on for a total bonus of two to the characters AC. The restriction of one specialization at the start of play does apply.

      2. The disadvantage is that the character cannot employ a shield or any other object in the off hand.

  3. Priest;

    1. Law; see warrior’s version.

    2. Chanting; see warrior’s version.

    3. Oratory; see warrior’s version.

    4. Iron Will; see warrior’s version.

    5. Anatomy; see wizard’s version.

    6. Concentration; see wizard’s version.

    7. Scribe; see wizard’s version.




    1. Administration; many temples own substantial amounts of land and property, wielding power over vast areas. Priests who can manage these lands and turn a tidy profit in the name of the church are always in demand. A character with this proficiency is skilled in the management and accounting of enterprises ranging from the agriculture of an entire province to the vineyards of a simple small monastery. He knows how to account for money, plan work and supervise the collection of taxes or the sale of goods. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    2. Bookbinding; see wizard’s version.

    3. Papermaking; see wizard’s version.

    4. Sage Knowledge; see wizard’s version.

    5. Spirit Lore; see wizard’s version.

    6. Nether Lore; see wizard’s version.

    7. Ceremony; a priest with this proficiency is well versed in the various rites, observances and ceremonies of his temple or sect. He is qualified to oversee normal worship or devotions, but conducting the rites in difficult or unusual situations may require a proficiency check. This proficiency also includes familiarity with ceremonies such as weddings, naming, and funerals. The priest can perform these services appropriately. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    8. Investigation; the art of discovering the truth through careful examination of a problem or situation. A character with this skill is familiar with the process of interviewing or interrogating witnesses, searching scenes for clues or information, and the general execution of a logical and thorough investigation. Priests who are associated with the local government may be called upon to solve common crimes against the state, while other priest may be inquisitors or theological investigators. The DM may allow a player to roll when a obvious line of inquiry is missed. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    9. Undead Lore; a priest or wizard with this proficiency is trained in the identification, powers and vulnerabilities of common undead monsters. With a proficiency check, the character can recall specific tactics or weaknesses of a monster. How the character uses this information is up to the player. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    10. Arcanology; see wizard’s version, though the priest version only applies to magical items usable by a priest.

    11. Diagnostics; both the Healing and Herbalism proficiencies aid victims of trauma and disease. But while the Healing proficiency can be used to restore lost hit points, Diagnostics is mainly concerned with determining the cause of the damage and the prognosis; diagnostics alone will not heal anyone. With a successful proficiency check the character becomes aware of the following information applicable to a particular patient:

      1. If the patient has suffered physical damage, the exact extent of that damage and recommend treatments. Offering a prognosis if the victim is diseased. He can also give a prognosis on how long it will take to recover or succumb to the wounds.

      2. If the patient has been poisoned, the antidote to the poison [if one exists] and how to prepare and administer it to the patient. He can also give a prognosis on how long it will take to recover or succumb to the poison.

      3. If the patient has a disease he knows the exact type of disease and how to treat it if possible. He can also give a prognosis on how long it will take to recover or succumb to the disease.

      4. If examining a corpse, the character can determine how long the victim has been dead. If the victim died of unnatural causes the character will only be able to determine the general circumstances of the death.

      5. If the character has the Healing proficiency he may modify all diagnostic rolls by +1.




    1. Veterinary Healing; the character can attempt to heal all types of normal animals, following the same procedures described in the description of the healing proficiency. Supernatural creatures cannot be treated with this proficiency. In addition it is not cumulative with the healing proficiency. The veterinary healing proficiency can be used on humanoid races at half chance for success. [Rangers Handbook page 82 to 86]

  1. Warrior;

    1. Intimidation; this proficiency allows a character to bend others to their will through fear tactics. NPC’s who are intimidated are quite likely to do as told. They are also very likely to harbor much resentment against the character that intimidates them. NPC’s will keep their resentment hidden until the first opportunity to avenge their pride arises. Intimidation can be tried with either charisma of strength. Strength indicates a threat of immediate bodily injury. Charisma uses more subtle threats, which need not be physical in nature. Player characters are never required to submit to intimidation. Was weapon proficiency. [Humanoids Handbook pages 92 to 98]

    2. Steady Hand; characters with this proficiency are excellent shots with bows or crossbows. They have an usually good eye for distance, a knack for judging a tricky shot and a smooth and easy aim and release. If the character takes a full round to aim his shot he suffers no penalty for a medium-ranged shot and only a –2 for a long-ranged shot. If the character normally receives multiple attacks with his weapons, he has to forfeit them in order to use this proficiency [only one shot per round]. Originally available to rogue and warrior only and was a weapon slot. [Players Options: Combat & Tactics Handbook pages 71 to 80]

    3. Iron Will; some people are possessed of an amazing ability to drive themselves on despite injuries or exhaustion that would stop another person in his tracks. Characters with the iron will talent gain a +1 bonus to save vs. mind-effecting spells and effects. Including charm, holds, hypnotism, fascination, suggestions and other such spells. In addition characters with this proficiency have the unique ability to keep fighting after being reduce to negative hit points. Each round that the character wishes to remain conscious, he must roll a successful save vs. death with his negative hit point total as a modifier to the roll. As long as the character remains conscious the bleeding rule isn’t in effect for negative hit point lose. Was weapon proficiency. [Players Options: Combat & Tactics Handbook pages 71 to 80]

    4. Iaijutsu; as adapted from the 1st edition Oriental Adventures rulebook, Iaijutsu allows a warrior to unsheathe with startling speed. A successful check means the warrior suffers no delay in terms of game rounds when removing or returning his weapon from and to its scabbard. [Adapted from Dragon Magazine Issue 257]

    5. Concentrated Strength; this proficiency allows a warrior the option to apply a great deal of muscle to a single task requiring concentration and will. In effect, this is the difference between the Open Doors check and the Bend Bars percentage. By opting for this ability, the character doubles his chances of Bend Bars or Lifting Gates. [Adapted from Dragon Magazine Issue 257]

    6. Natural Fighting; this proficiency allows a character with natural weaponry [claws, fangs, tails, etc] a +1 damage bonus on all natural weapon attacks. In addition, they receive a free natural attack beyond the normal attacks they are allowed. A successful proficiency check must be made at the beginning of combat to gain the benefits of this skill. Failure indicates that the benefits cannot be used for the duration of the battle. [Humanoids Handbook pages 92 to 98]

    7. Close Quarter Fighting; characters with this proficiency have learned to fight in the cramped confines of dungeons and underground liars. In such locations or in other extremely close fighting conditions, characters armed with bludgeoning or piercing weapons receive a +2 bonus to attack rolls. Slashing weapons cannot be used in close quarter fighting. This bonus is not cumulative with wild fighting. A successful check at the start of combat yields this bonus. Failure means the character fights normally. [Humanoids Handbook pages 92 to 98]

    8. Chanting; chanting is used to keep fellow workers or soldiers in pace. Proficiency checks are used to determine the effectiveness of a character’s chanting. Successful checks mean that those who can hear the chanting become slightly hypnotized by the rhythmic sound, causing the time spent on arduous, repetitive tasks to pass quickly. The DM can, at his option, adjust results for forced marching, rowing, digging and other similar tasks accordingly. [Humanoids Handbook pages 92 to 98]

    9. Law; a character with this proficiency is thoroughly familiar with the legal system of his homeland. He knows which laws are rigorously enforced and routine legal procedures. Understanding nuances of the law, such as interpreting fine points of a contract, require a proficiency check. [Paladins Handbook pages 73 to 76]

    10. Oratory; through inspiring speech and sheer force of personality, a character with this proficiency can influence the opinion of a crowd. Any size crowd may be influenced, so long as they speak the same language as the orator and can see and hear him clearly. To use this proficiency the orator must address the crowd on one topic. The player tells the DM if he intends on influencing the crowd in any way before he speaks or rolls are made. Once decided on how the orator wishes to persuade the crowd the DM rolls in secret and role-plays the result. [Paladins Handbook pages 73 to 76]

    11. Camouflage; by using this proficiency, the character can attempt to conceal himself, his companions and inanimate objects using natural of man-made materials. Successful use assumes the availability of all necessary materials. In forests and jungles the character can use shrubbery, mud and other readily available resources. Artic or similarly barren terrain usually requires special clothing., pints or other artificial materials. It takes a half-hour to camouflage himself or another person, two or three hours to conceal a cart or inanimate object of equal size and half a day to hide a small building [like a hut]. Camouflage has no effect on creatures that hunt by scent or other keen senses. Likewise a concealed character can reveal him by sneezing, cries out of pain or any other non-natural sound. [Rangers Handbook page 82 to 86]

    12. Trial Signs; a character with this proficiency can read symbolic messages indicated by an arrangement of stones or other physical objects. The character must designate the method of leaving messages preferred by hid family, tribe or culture. When the character encounters such a message, he understands the meaning if he makes a successful proficiency check. This proficiency can also be used to identify the culture group or tribe that has left a specific trial sign. [Rangers Handbook page 82 to 86]

    13. Crude Weaponsmithing; this proficiency allows the making of simple weapons out of natural materials. This skill is most often found in those from primitive, tribal or savage backgrounds. The crude weapons are limited to natural materials only; stone, bone, sinew, reed and the like. Any warrior with the hunting proficiency gets a bonus of three to this check. A successful check means the weapon is fashioned in the time the normal weapon smith proficiency states. A failed check of 20 means the weapon is critically flawed and will break in combat on the first use. A successful check of 1 means the weapon will never break in combat. [Rangers Handbook page 82 to 86]

    14. Trial Marking; by notching trees, scattering pebbles, pilling stones and clipping weeds the character can mark a trial through any wilderness area. Provided that he moves at one-half the normal movement rate, he can continue to make a trail as long as he likes; however the longer the trial the less likely he’ll be able to follow it back. A successful check allows a character to back track on his marked trail properly for a distance of one mile per level. If he fails the roll, he looses the trial for one mile before checking again. [Rangers Handbook page 82 to 86]

    15. Quickness; a character with this proficiency is unusually fast. Her hand-eye coordination is excellent and she can often get past their opponents defenses before they realize how quick she really is. In combat she gains a special –2 bonus to her initiative roll if she makes a successful proficiency check. She can use this bonus if she moves or makes an attack with a weapon of average speed or quicker, but her special bonus dose not apply to attacks with slow weapons or stationary actions such as guarding or parrying. Originally weapon proficiency. [Players Options: Combat & Tactics Handbook pages 71 to 80]

    16. Armor Proficiencies; characters can spend time and effort learning how to use their armor more efficiently. While this doesn’t provide a bonus to Armor Class, it can help to offset the hefty encumbrance penalties of heavy armor. A character can spend one non-weapon proficiency slot becoming acquainted with a specific type of armor suit. The character can reduce by half the encumbrance value of the chosen type of armor [or move the encumbrance category down by one level]. This is modified from the original format f the proficiency in the Combat & Tactics Handbook. The original proficiency costs a weapon slot to take. [Players Options: Combat & Tactics Handbook pages 71 to 80]

    17. Weapon Mastery; See Players Options: Combat & Tactics Handbook pages 71 to 80 for a more detailed explanation of the process. Strictly a DM’s choice as to whether it will be allowed into play.

    18. Athleticism; a warrior with this proficiency is the physical epitome of the epic Greek athletes of ancient Athens. Robust and naturally fit, a fighter with this skill is capable of heroic feats of bodily prowess and puissance. He epitomizes the animal grace of the human form. As a result of his strength and agility, the warrior receives a +2 [or +10%] bonus to all checks involving running, jumping, throwing and climbing. Furthermore, he can purchase the endurance proficiency for half its normal amount. [Adapted from Dragon Magazine Issue 257]

    19. Shield Proficiencies; by spending a weapon proficiency slot, a character can become more skilled in the use of their shield. Modern reenactments of medieval tournaments have demonstrated that the shield is a very important part of a warrior’s protection. The extra protection conferred by the shield varies by the exact type the character becomes proficient in. The number or opponents represents the number of times each round that a shields value can be used against attackers:

      1. Buckler +1 to AC and can defend against one opponent at a time.

      2. Small +2 to AC and can defend against two opponents at a time.

      3. Medium +3 to AC and can defend against three opponents at a time.

      4. Body +3 [+4 vs. missiles] to AC and can defend against four opponents at a time.

    20. Combat Sense; by selecting this skill, the fighter enjoys an innate kinship with the pulse of battle, enabling him to act with more precision and accuracy than others who are less comfortable in melee situations. He receives a +1 bonus in three different combat situations. [Adapted from Dragon Magazine Issue 257]

      1. When fighting in the dark, the fighter suffers a penalty of –3 to thac0 checks. He only suffers a –1 if he also has blind fighting.

      2. Attacking opponents who are partially or wholly concealed [reducing all penalties by 1].

      3. Surprise [the fighters chance of being surprised are reduced by 1 in 10].

  2. Wizard;

    1. Anatomy; this proficiency reflects a characters detailed knowledge of the structure and arrangement of the human body, including the location and function of bones, muscle, organs and other soft tissues. This skill has two distinct uses for a wizard or priest; first of all, knowledge of anatomy provides the character with a +2 bonus to any healing proficiency checks he attempts. Secondly, the character can use this skill to repair corpses that have been badly damaged. With a successful proficiency check, the character can strengthen and reinforce a body, making it more suitable for animation as a mindless undead. This provides a hit point bonus pf +1 per die for skeletal remains or a bonus of +2 hit points per die for a creature to be animated as a zombie. Modified so as to allow priest to use it also. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    2. Undead Lore; see priest’s version.




    1. Necrology; a character with this skill is well versed in the lore of undead creatures. This proficiency may be used to help determine the probable lairs, dining habits, and history of such creatures (no ability check needed). Whenever a character with this skill confronts an undead, he or she may be able to specifically identify the creature (discerning between a Ghast and a common ghoul, for instance). In addition, providing the character makes another successful ability check, he or she recalls the creature's specific weaknesses and natural defenses or immunities. At the DM's discretion, a failed ability check (in either of these cases) will reveal false information, which may actually strengthen or otherwise benefit the undead. [Necromancers Supplement]

    2. Netherworld Knowledge; with this proficiency, a character learns about the cosmology and organization of the AD&D game multiversity, focusing primarily on the ultimate destination of spirits after death: the Outer Planes. In addition, the character learns about the behavior of the dangerous creatures that inhabit the nether regions, including such fiends as the tanar'ri and the baatezu. As with necrology (which applies exclusively to undead), netherworld knowledge can reveal the specific weaknesses and natural immunities of beings from the Outer Planes. The proficiency can also by used to classify the exact type of extra planar creature encountered. Both of these abilities require an ability check, however. [Necromancers Supplement]

    3. Spirit Lore; a character with the spirit lore proficiency knows methods to contact spirits, deities, and extra planar powers. He or she can more easily communicate with these beings, gaining a + 5% chance of success (no ability check necessary) when attempting divinatory spells such as augury, contact other plane, commune, divination, speak with dead, summon spirits, and so on. This ability may also be used to contact the dead without resorting to magic (handy for low-level characters and individuals who do not know magic, such as psionicist’s). Using pyromancy (divination by candles), tarot cards, and other mystical rites, the character can ask questions of these powers as if using a summon spirit or speak with dead spell (no body required, and there is no applicable time limit). Before beginning the contact, the character must prepare for half an hour, making sure that the area has no spirits around to confuse readings. Contact with the dead is established if a successful check is made. A failed roll reveals nothing. If the roll is 10 more under the number needed, a specific spirit can be contacted. A roll of four or more above the needed number (or a 20) reveals incorrect information, perhaps from an evil spirit. Individuals with the psionic ability of spirit sense gain + 2 to ability checks. The Summoner can ask questions of these spirits, but the spirits are not obliged to answer. If annoyed, the spirits can sever the link at will. The questioner can ask 1-3 questions, plus one for every slot above two spent on this proficiency. Contact may not be made more than once per day and is inadvisable more than once per week. The dead do not appreciate being disturbed and may take revenge. The DM can refer to the new 4th-level spell summon sprints (in NC) for more details about interacting with the dead. [Necromancers Supplement]

    4. Venom Handling; with this proficiency, a character learns how to safely use both magical and mundane poisons. There is no danger of such a character accidentally stabbing someone with a poisoned weapon. Also, the character can identify a poison and a possible antidote by visual inspection of the venom or its symptoms in a victim (with an ability check). In addition, a character can identify naturally occurring animals, plants, or monsters that are poisonous (with an ability check). Any roll which fails by 4 or more results in a misidentification of both the poison and its antidote. At the DM's discretion, characters with also the animal handling, Herbalism, and brewing non weapon proficiencies may be able to manufacture some of the more deadly poisons listed on page 73 of the DMG. The DM should adjudicate the cost and time required for such an activity, but providing the character personally harvests all of the components, it should take no less than 1-6 days to make one dose of poison. Magical poisons cannot be manufactured using this ability. [Necromancers Supplement]




    1. Scribe; before printing came into common use people had to hand copy various papers from one source to another. A character with this proficiency can quickly and concisely copy documents or pages in a short amount of time. With a successful check the character gets a +5% to any rolls required to transcribe spells into his spell book or onto scrolls. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    2. Thaumaturgy; characters with this proficiency have an intimate knowledge of how magic works. To reflect their degree of understanding about spell casting and workings the character gets a +5% to learn spells after a successful check. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    3. Sage Knowledge; see Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61 for concise details on this proficiency.

    4. Papermaking; this proficiency is the art of making paper out of the common materials used to fashion paper or papyrus. In order to make paper the character must have access to the materials necessary to make paper or papyrus. This skill reduces the manufacturing of spell books by 50%, although it requires two weeks of concerted effort and a suitable work area to make the book. If the character also knows the bookbinding proficiency and binds the volume himself the cost of the spell book is reduced by 75% altogether. A successful check is required at the end of the papermaking period to determine quality and usability of the paper. Failed roll means the paper is too thin to write on. A result of 1 means it is the same quality paper as bought in the players handbook and can be sold as such, otherwise it is papyrus. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    5. Prestidigitation; this is the art of slight of hand or street magic. The character is skilled in the manipulation of small objects and familiar with concealing them. This is just a skill for character filler, no particular game value. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    6. Mental Resistance; through lengthy training and iron discipline, a character with this proficiency prepares himself to resist magical or psionic assaults on his mind. The character receives a +1 to save vs. any attacks of a mind-effecting nature. This effects even area of effect abilities, such as fear. This save bonus is applied on a successful check. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    7. Bookbinding; a wizard with this proficiency is familiar with the process of making books. A wizard who does this work by himself reduces the standard 50 gp per page cost by 50% as long as he has the materials and a suitable work area. The process takes two weeks plus one day per five pages. If the character passes a proficiency check, his spell book gains a +2 bonus to item save throws due to quality and craftsmanship of the work. In addition the wizard must succeed in a proficiency check if he is dealing with unusual or unsuitable materials, such as metal sheets for pages or dragon scales for a cover. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    8. Concentration; a character with this proficiency can ignore all distractions during spell casting, even up to 2 points of damage before being successfully distracted into spell failure. In addition to this the character must can do no other activities. They lose dex AC bonuses and all flank or side attacks are treated as rear attacks with a +2 bonus to hit instead of +1. In order to get the ability to ignore distractions the character must pass a check. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    9. Arcanology; the study of magical history and great events. This character has spent a great deal of time studying magical items, spell casters of legend and spell formulas. As such the character, on a successful check, can identify the general purpose and function of an ancient magic item. Does not apply to non-ancient magical items, such as recently made magical items. This also only applies to magical items a mage can use. [Players Options: Spells & Magic Handbook pages 52 to 57 and 59 to 61]

    10. Hypnotism; see psionicist’s version.




  1. Psionicist;

    1. Harness Subconscious; this meditative proficiency lets the psionicist temporarily boost his total PSP’s. In effect, the proficiency let’s him taps into energy reserves that lie deep in his subconscious [reserves that are unusually not available to him]. It’s like enjoying a shot of psychic adrenaline. Before he can harness subconscious energies, the character PSP total must be at its maximum. He must spend two days [48 consecutive hours] gathering this energy, taking only necessary breaks for eating and sleeping. At the end of the time, the character makes a proficiency check. If he passes, he increases his PSP total by 20%, rounded up. The increase in PSP’s lasts 72 hours, at the end of the time the character looses the exact amount of gained PSP regardless of present amount of PSP. The PSP count cannot go below 0 though. During the 72 hours the character cannot regain PSP’s that would exceed the normal PSP amount the character has. Failed roll indicates a lapse in meditation and grants no extra PSP’s. [Psionicist Handbook pages 18 to 19]

    2. Hypnosis; with this proficiency, a psionicist can hypnotize another character [placing the subject into a relaxed state in which he is very susceptible to suggestions]. However, hypnosis is not possible unless the subject is willing and knows he is being hypnotized. For a more detailed list of this proficiencies functions look for it in the handbook. [Psionicist Handbook pages 18 to 19]

    3. Rejuvenation; this proficiency allows a character to recover PSP’s while he meditates, as quickly as if he were sleeping. The character achieves a state of deep concentration, in which he focuses and regains his energies. He is still conscious and aware of his surroundings, so he does not suffer any penalties on surprise or initiative rolls and he is not helpless if attacked. [Psionicist Handbook pages 18 to 19]

    4. Meditative Focus; through this proficiency, a psionicist can focus his mental energy on one discipline. As a result, his power scores in that particular discipline temporarily increase while those in other disciplines decline. The proficiency requires the character to mediate, uninterrupted, for 12 hours. The last four hours of this meditation are spent in a deep, sleeplike trance. The psionicist can cover PSP’s normally during the entire period. When the meditation is complete, the player makes a proficiency check. If the character passes the check, he has successfully focused his mind on one particular discipline [which the player has selected previous to undertaking the meditative task]. Two points increase all of the character’s psionic power scores in that discipline for the next 24 hours [or until the characters PSP’s are reduced to 0]. One for the same period reduces all of his power scores in other disciplines. [Psionicist Handbook pages 18 to 19]

  2. Proficiency Notes;

    1. Tumbling is changed to note include any AC bonuses or ability to catch flying objects. It does reduce falling damage though.

    2. All dwarves get a +2 to direction sense tests.

    3. Proficiencies in this list and the one’s in the players handbook are the only ones allowed into play in the Ivrelian system. Adjustments to different proficiencies are noted here or by the skill.

    4. All Paladins and Rangers get free weapon style specialization in two-weapon style.

    5. Characters who are specialist necromancer get undead lore for free.

    6. Dwarves, Minotaurs, Lupines, Beastmen, Bozaks, Naganitas and Kzin get endurance for free regardless of class played.

    7. If a proficiency is not on the list but you would like to play it consult with your DM to find out if he will allow it or not. If he does consider it unique and not to be repeated again.

    8. Chanye, Qujhal and Kevia elves get read & write for free.




7/9/2012 16:03 A7/P7



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