Table 4: ADVENTURING PROFlClENClES
Slots Appropriate Die Roll
Proficiency Required Ability Modifier
Alertness 1 Wisdom +1
Animal Handling 1 Wisdom +1
Animal Lore 1 Intelligence 0
Animal Noise 1 Wisdom +1
Blind Fighting 1 NA NA
Boating 1 Wisdom -1
Charioteering 1 Dexterity -2
Direction Sense 1 Wisdom -1
Endurance 2 NA NA
Fire building 1 Wisdom +1
Fishing 1 Wisdom +1
Foraging 1 Intelligence +2
Fungus Identification 1 Intelligence -6
Healing 2 Wisdom -2
Hunting 1 Wisdom -1
Mountaineering 1 NA NA
Plant Lore 1 Intelligence 0
Riding Airborne 2 Wisdom +2
Riding, Land Based 1 Wisdom -3
Rope Use 1 Dexterity 0
Running 2 Constitution 0
Slow Respiration 1 NA NA
Sound Analysis 1 Wisdom +1
Survival, cold 1 NA NA
Survival, desert 2 NA NA
Survival, heat 1 NA NA
Swimming 1 Strength 0
Tracking 1 NA NA
Weather Sense 1 Wisdom +1
Slots Required lists the number of non-weapon proficiency slots that must be available before this proficiency can be selected. Unless a proficiency requiring two slots is selected when a character is 1st level, this proficiency can only be chosen after the character has stored up an available slot by not filling it at the first available opportunity.
Appropriate Ability gives the ability score that is used whenever a Proficiency Check is called for.
Die Roll Modifier shows the adjustment to the ld20 roll that must be applied whenever a Proficiency Check is made. A negative modifier reduces the result of the die roll, making success easier to attain; a positive modifier increases the die roll, making success more difficult. Remember that under normal circumstances, an unmodified die roll of 19 or 20 indicates automatic failure, even if a negative modifier would bring the result down into the range needed for success.
NA stands for Not Applicable, meaning that the use of this proficiency never requires a Proficiency Check, and therefore these categories do not apply.
Proficiency Descriptions
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 6 the character’s chance of being surprised whenever he makes a successful Proficiency Check. Assuming that he is able to communicate his information to others in the party, their chance of being surprised is also reduced by that amount.
Animal Handling: Proficiency in this area enables a character to exercise a greater-than-normal degree of control over pack animals and beasts of burden. A successful Proficiency Check indicates that the character has succeeded in calming an excited or agitated animal; in contrast, a character without this proficiency has only a 20% chance of succeeding in the attempt (see the section on Mounts and Beasts of Burden).
Animal Lore: This proficiency represents the ability to interpret the sounds and behaviour of animals and thereby anticipate some impending threat or danger. This threat or danger may take many forms: a storm that is brewing, the approach of some large predator (perhaps the approach of the party itself, from the viewpoint of the animals), a forest fire, a volcano about to erupt, an earthquake about to occur, and so forth. A successful Proficiency Check indicates correct interpretation of the impending threat. If the modified die roll indicates a Proficiency Check that is failed by 4 or less, no information will be gained. If the Proficiency Check is failed by 5 or more, some sort of incorrect information will be obtained, either involving a mistake in the direction from which the threat is approaching or a mistake in identifying the nature of the danger.
Animal Noise: A character with this proficiency is capable of imitating noises made by various animals. A successful Proficiency Check means that only magical means can distinguish the noise from that of the actual animal being imitated. A failed die roll means that the sound varies from the correct noise in some slight way.
If the die roll fails, this does not mean that all creatures hearing the noise know that the sound was fake. While creatures and humanoids that are very familiar with the noise know this automatically, other creatures or characters in earshot are allowed Wisdom Checks to determine if they detect the fake.
Blind fighting: A character with this proficiency has trained himself to respond to sound, smell, and touch stimuli, and thus is less hampered by completely dark conditions than normal characters are. Blind-fighting proficiency is available to all character races, but is obviously most useful to those not possessing infravision. This proficiency can be used whenever a character cannot see, whether the reason is darkness, a blindfold, or some kind of natural or magical blindness.
His penalty on attack and damage rolls in total darkness is only -2 instead of -4; in natural darkness, his penalty is only - 1 instead of -3; and in any conditions of brighter illumination he suffers no penalties. (See the text on “Fighting in Poor Visibility” in the section on Combat Rules for Wilderness Play.) A character with proficiency in blind fighting suffers no penalty to armour class because of lack of illumination (he is just as hard to hit as he would be in daylight), and he retains special abilities and other proficiencies that would otherwise be lost in darkness. For instance, a character with blind-fighting proficiency and proficiency in direction sense would still be able to find his way around during a long journey in the dark (assuming that the Proficiency Check for direction sense is successful); a character with proficiency in tracking and in blind-fighting would still be able to follow a trail in total or natural darkness. Likewise a thief with blind-fighting proficiency could still score extra damage for a backstab in the dark, and a ranger would still inflict extra damage on giant class creatures.
This proficiency also reduces the character’s chance of stumbling or falling over an obstacle in his path during total or natural darkness, the chance of tumbling into a pit or over a cliff, and the chance of slipping and falling while climbing. In all such cases, the chance of an adverse occurrence is half that of a character without this proficiency.
Exceptions: Proficiency in blind-fighting does not impart the ability to see across long distances in the dark; the improved visual acuity granted by this skill only pertains to short-range uses of vision such as for tracking, in melee combat, and in the use of the fire-building proficiency. It does not enable the character to see out to the maximum range of visibility that would otherwise apply in daylight conditions, or to perform any skill or function that necessarily involves long-range vision.
Boating: A character with boating proficiency is needed to guide a boat down a rapid stream and to reduce the dangers of capsizing a canoe or kayak. If a character with this proficiency is piloting a boat, canoe, or other waterborne vessel, it can be moved at its fastest possible rate. Also, the presence of such a character reduces the chance of the craft capsizing in rough water or when it is on a body of water during high winds. For details on how the boating proficiency applies, see the text on “Movement in Waterborne Vehicles” in the section on Encumbrance and Movement.
Charioteering: A character with proficiency in this skill is able to safely guide a chariot over any type of terrain that can normally be negotiated at a rate one-third faster than the normal movement rate for a character without this proficiency. For the movement rates of chariots being drawn by animals, see the text on “Movement of Land-based Vehicles” in the section on Encumbrance and Movement. Note that this proficiency does not impart the ability to move a chariot over terrain that it cannot traverse; even the best charioteer in the world cannot take such a vehicle into the mountains.
Direction Sense: Any group containing at least one character with proficiency in direction sense has a reduced chance of becoming lost or disoriented in any type of terrain. The character must concentrate for ld6 rounds and then make a determination. A Proficiency Check is required whenever the Dungeon Master determines that the group has a chance of becoming lost or disoriented, and this die roll is always made by the Dungeon Master in secret. The check is made with a die roll modifier of +4 if the group is in total darkness, or +2 in conditions of partial darkness. Success indicates that the group has no chance of straying from its intended path or losing its sense of direction. If the check is unsuccessful but less than 20, the character has incorrectly sensed direction by an error of 90 degrees to the left or right (DM’s decision). If the Proficiency Check is a 20, the character determines a direction that is exactly the opposite of the intended path.
If a group includes more than one character with this proficiency, the Dungeon Master should make a Proficiency Check for each such character. If each character determines that a different direction is the one desired, then the party will have to decide among themselves which character’s sense is to be trusted.
If more than one character makes the same determination, it is likely that both of their Proficiency Checks have succeeded - but it is also possible that they have both made the same error.
Endurance: A character with endurance proficiency is able to perform continual strenuous physical activity for twice as long as a normal character can before becoming subject to the effects of fatigue and exhaustion. Note that this proficiency does not enable a character to extend the length of time that he can remain unaffected by a lack of food and/or water.
Fire building: If a character with this skill makes a successful Proficiency Check, he can start a fire without the use of flint and steel or a tinderbox given some dry wood and small pieces of tinder, he can start a fire in 2d20 minutes. Wet wood, high winds, or other adverse conditions increase the required time to 3d20 and a successful Proficiency Check must be made to start a fire. If such a character does have the abovementioned equipment, the time needed to start a fire is half as long as it would be for a character without this proficiency.
Fishing: A character with proficiency in this skill is generally more successful at netting or hooking a substantial catch.
For each hour that the character spends fishing, he can make a Proficiency Check. Failure means that no fish are caught. A successful check means that at least one fish is caught. To determine the number of fish, subtract the character’s d20 roll from his Wisdom score. One fish provides ½ of the daily rations needed to feed a single character. The DM can modify this amount to reflect the sizes and types of fish that are caught. Of course, if an area contains no fish then none are caught, regardless of the character’s rolls.
The DM can also modify the time required for the Proficiency Checks to reflect how many fish are in the area. The check might be made every turn, for example, in a crowded pool, while it might only be allowed after six hours of fishing in an area where the fish are few and far between.
Foraging: Similar to the fishing proficiency, this skill enables a character to locate and obtain edible plants more easily than a normal character can. A successful Proficiency Check indicates that twice as much food is obtained than a normal character would be able to obtain in the same length of time, or that the time needed to obtain a certain amount of food is half as long as a normal character would need to get the same results. See the section on Food and Water for details on how to determine the success of a foraging attempt.
Fungus Identification: This proficiency is very useful on extended underground expeditions where characters intend to live off the land. Fungi are the only plants that commonly grow underground, and approximately 50% of all fungi discovered there are deadly poisonous. For this reason, an edible fungus harvest is virtually impossible without the aid of a character proficient in fungus identification.
If the character has plentiful light and an opportunity to study the fungus in question for one turn, no Proficiency Check is necessary. However, if the character is unable to see the fungus clearly, or must make a hasty decision about whether or not it is edible, the check must be made.
Healing: A character with this proficiency knows how to use substances found in the wilderness to aid a wounded or ill character or creature, and also has some knowledge of “doctoring” techniques that can accelerate the healing of wounds.
If a character with healing proficiency tends to a wounded character within one round after a wound has been inflicted, and makes a successful Proficiency Check, his ministrations will cause the immediate restoration of a maximum of 1d3 hit points to the victim. No more hit points can be restored than were lost in the round preceding the application of treatment; if a wound caused only 1 or 2 hit points of damage, then only 1 or 2 hit points can be restored regardless of the result of the die roll.
If a wounded character remains under the care of someone with healing proficiency, he can recover lost hit points at the rate of 1 point per day even while travelling or engaging in non-strenuous activity. If the wounded character rests while he is being cared for, he can recover two hit points per day instead of the one point that is normally allowed. This “continuous care” aspect of the healing proficiency does not require a Proficiency Check, and is assumed to be benefiting the wounded character as long as the patient and the healer remain in the same group. However, this skill cannot be used on more than one character during the same day.
A character with healing proficiency can attempt to aid a character or creature who has been poisoned by venom entering his body through a wound. If the victim can be ministered to immediately (beginning in the same round that the poisoning occurs), then his saving throw versus poison is taken at a +2 bonus. No Proficiency Check is required to exercise this ability. However, the bonus to the saving throw can only be retained if the victim remains at complete rest for one turn thereafter, and if the healing character continues to aid the victim for at least five rounds following the round in which the poisoning took place. If either of these time requirements is not met, the victim must make another saving throw versus poison, with no bonus, and abide by the result of that roll. Note that unless someone in the party has proficiency in animal handling, it may be fruitless to try to aid (for instance) a horse that has been poisoned, since it is unlikely that anyone will be able to keep the animal calm and resting for one turn.
A character with healing proficiency can also attempt to help a character who has been taken ill, either by a disease occurring because of the condition of the character or the environment or by a disease resulting from parasitic infestation (see pages 13-14, Dungeon Masters Guide, for a discussion of both types of disease).
If the healing character begins tending to the victim within three turns of the onset of symptoms, and if that character makes a successful Proficiency Check, then the severity of the disease will be one step lower than indicated by the die roll (terminal becomes severe, or severe becomes mild). If the severity of the disease was already determined to be mild, then the disease will run its course in half the time that would have been required otherwise. These benefits will only continue to apply to the diseased character as long as he receives aid from the healing character at least twice per day, at regular intervals, until the disease runs its course. If two of these “medicine sessions” are missed consecutively, or if a total of three of them are missed during the duration of the disease, then the illness reverts to the level of severity that was originally indicated.
Note that in order for a character to be able to exercise his proficiency in healing, he must possess or have immediate access to any necessary materials or substances. See the section on First Aid and Medicine for details on the availability of medical equipment and medicinal substances.
Hunting: Similar in effect to the proficiencies of fishing and foraging (see above), the hunting proficiency enables a character to locate and kill wild game for food more easily than a normal character can.
The best chance for success at hunting is afforded when the hunter goes out by himself. For every additional character in the hunting party, the hunter’s Proficiency Check die roll is modified upward cumulatively according to the number of characters accompanying him: + 1 for one additional character, +3 for two additional, +6 for three, + 10 for four, and + 15 for five. Obviously, a hunting Proficiency Check will automatically fail (and thus need not be made) whenever a hunting party contains six or more members in addition to the hunter. This cumulative penalty applies even when other characters with hunting proficiency are in the hunting party.
See the section on Food and Water for details on how to determine the success of a hunting attempt.
Mountaineering: This proficiency allows a character to ascend steep, rocky terrain by using spikes that he drives into cracks in the rock face, thereby being able to negotiate a surface that is not normally able to be climbed. The character also gains a + 10% bonus to his Climbing Rating for each slot spent on this proficiency.
Plant Lore: A character with proficiency in this skill is able to more easily locate and positively identify plant life that is useful for some purpose other than its food value, such as plants that have medicinal use. If some medicinal plant is found and a Proficiency Check succeeds, then the plant will certainly be the correct sort (no chance of misidentification). See the section on Medicine and First Aid for details on how to determine the success of a search for a certain medicinal plant.
Riding, airborne: A character with this proficiency is especially skilled in the riding and handling of a flying mount. When this proficiency is selected, the player must indicate what type of mount it pertains to, according to the categories of flying mounts given in the section on Encumbrance and Movement. The player may select this proficiency more than once if he desires his character to have skill in handling more than one type of aerial mount.
A character with proficiency in airborne riding can perform all of the following feats, some of them automatically and others requiring a Proficiency Check to determine success.
1) The character can leap onto the back or neck of his mount whenever the creature is at rest on the ground, or can drop onto his mount from a distance of no more than 10 feet above the mount without causing damage either to himself or to the mount. The former manoeuvre can be performed even if the character is wearing armour. However, the second manoeuvre cannot succeed if the character is wearing armour heavier than leather; in such a case, the character will suffer falling damage and his mount will panic (and perhaps also suffer incidental damage from the impact). Accomplishing either of these feats does not require a Proficiency Check, but the character must make a successful Proficiency Check if he intends to get the mount airborne during the same segment in which he landed. A successful Proficiency Check is also required if the character attempts to drop from above and land on the neck or back of a mount that is hovering a short distance off the ground. Failure on this check indicates either that the mount was driven to the ground by the impact (possibly causing it to suffer damage), or that the character’s leap was ill-timed and he ended up on the ground.
2) The character can spur his mount on to greater speeds, adding 1 “ to the mount’s flying movement rate for as many as four consecutive turns. A successful Proficiency Check is required at the beginning of each turn in which this extra speed is desired. If the initial check fails, no more attempts can be made until at least three turns have passed, but the mount can still be made to move at its normal maximum movement rate. If the second or a later check fails, the mount has become fatigued from overexertion. It will immediately slow to 2/3 of its normal maximum movement rate and will perform as if it were one Manoeuvrability Class worse than it actually is. These conditions will persist until the mount is allowed to land and is given at least two turns to regain its strength. If the mount is successfully pushed to greater speeds for four consecutive turns, it will slow and become less manoeuvrable as described above and must be landed and rested before its normal levels of ability can be regained.
3) The character can guide his mount with his knees or feet, leaving his hands free for the use of weapons or equipment that requires two hands. A Proficiency Check is not necessary to accomplish this feat unless the rider takes damage; in such a case, a check must be made. Failure indicates either that the character drops what he was holding and clutches his mount to keep from falling off (if the damage is slight), or that he is knocked off the mount and falls (if the damage is more than slight). Note that with some mounts of exceptionally large size, it may be prudent or necessary for a rider to use some sort of harness or series of straps to keep himself securely positioned on the mount. When a harness is being used, this aspect of the riding proficiency does not apply - but it may prove perilous to be strapped to a mount that has taken damage and is plummeting toward the ground.
4) If his mount is hovering, the character can leap from the back of his mount to the ground from a height of 10 feet or less and, in the same round, make a melee attack against any character or creature within 10 feet of where he landed. This is a risky manoeuvre, requiring the character to make a successful Proficiency Check with a +4 modifier to the die roll. Failing this check indicates that the character lands in a heap, suffers ld3 points of damage, and has a -4 penalty to armour class for any melee attacks directed against him in the current round.
Riding, land-based: A player choosing this proficiency for his character must specify the type of mount to which it applies. Possibilities include horses, unicorns, dire wolves, and virtually any creatures used as mounts by humans, demihumans, or humanoids.
More than one proficiency in land-based riding may be taken if the player desires his character to be skilled in handling and riding more than one type of mount.
A character with land-based riding proficiency can perform all of the following feats, some of them automatically and others requiring a Proficiency Check for success.
1) The character can vault into a saddle or onto the back of a mount whenever the mount is standing still, even if the character is wearing armour. A successful Proficiency Check is required if the character vaults into the saddle and then tries to get the mount moving during the same segment in which he landed on its back. The character can vault onto a moving mount by making a successful Proficiency Check. Failure indicates that the character falls to the ground, but he does not suffer any damage as a result.
2) The character can urge his mount to jump tall obstacles or leap across gaps. No check is required if the obstacle is less than three feet tall, or the gap is less than 12 feet wide. If the character makes a Proficiency Check, the mount can be urged to leap obstacles up to seven feet high, or clear gaps of as much as 30 feet in width. Success means that the mount makes the leap. Failure indicates that the mount balks (stops suddenly just in front of the obstacle), and another Proficiency Check is required to determine whether the character keeps his seat or falls to the ground.
3) The character can spur his mount on to great speeds, adding six feet per round to the animal’s maximum movement rate for up to four turns. A Proficiency Check is required at the beginning of each turn in order to accomplish this feat. If the initial check fails, no further attempt of this sort can be made until at least three turns have passed, but the mount can still move at its maximum rate. If the second or a later check fails, the mount immediately slows to a walk, and the character must dismount and lead the animal for a turn. In any event, after four turns of racing its dismounted rider must walk the steed for a turn.
4) The character can guide his mount with his knees, allowing him to use equipment and weapons that require both hands to wield. This feat does not require a Proficiency Check unless the character takes damage while riding in this fashion. In this case, a check is required; failure means that the character falls to the ground and takes an additional ld6 points of damage.
5) The character can drop down and hang alongside the mount, using it as a shield against attack. No Proficiency Check is required to accomplish this feat, and it can be performed while the mount is moving at full speed. However, the character cannot be wearing any armour heavier than leather, and he cannot make any attacks while in the shielded position. The character receives a bonus of 6 steps to his armour class (10 becomes 4, 8 becomes 2, etc.) while in the shielded position against attacks coming from the direction he is shielded from. However, any attacks directed against the mount and rider that would have struck the character’s armour class under normal circumstances are considered to have struck the mount instead of the rider.
6) The character can leap from the back of his mount to the ground and make a melee attack, in the same round, against any character or creature within 10 feet of where he landed. However, this is a risky manoeuvre; the character must make a successful Proficiency Check with a +4 modifier to the die roll. Failure indicates that the character lands in a heap, suffers 1d3 points of damage, and must take 1-3 segments to get to his feet. If he is attacked before regaining an upright position, the opponent’s attack is made at +2 to hit because of the character’s vulnerable position.
Rope Use: A character with this proficiency has extraordinary knowledge in the use of rope, pertaining especially to the tying and releasing of knots. If the construction of a temporary shelter involves the use of rope (which is almost always the case), a character with proficiency in rope use can erect or take down the shelter in half the length of time that a normal character would require. Such a shelter erected by a character with this proficiency is half as likely to be adversely affected by inclement weather (high winds, heavy rain or snow) as a shelter erected by a normal character.
If a proficient character has his hands bound and tied with a rope or a cord, he can escape the bonds by making a successful Proficiency Check. This check is made with a +3 modifier to the die roll if the character’s hands are tied in front of his body, or with a +6 modifier if the character’s hands are tied behind his back.
A character with proficiency in rope use gains +2 to hit on all attacks made with a lasso. He also receives a 10% bonus on all Climbing Checks made while he is using a rope, including attempts to belay companions.
Running: This proficiency takes two forms: sprinting and distance running. Either skill can be employed separately, but both cannot be used at the same time. Proficiency in running is most often found in characters who were raised or have spent a considerable amount of time in a high-altitude environment, although other characters are capable of training themselves to acquire these skills.
Sprinting is the ability to move at high speed on foot for a relatively short period of time. A proficient character who is not encumbered and is not wearing armour heavier than leather can run at twice his normal maximum movement rate for five rounds, or one and one-half times as fast as normal (round up to the nearest whole number) for one turn, whichever is chosen by the character. Extended sprinting is possible if the character makes a series of Proficiency Checks, one per round beginning when the above mentioned time limit expires. Each Proficiency Check after the first one is made with a cumulative modifier of +3 to the die roll (+3 on round two, +6 on round three, etc.). Each successful Proficiency Check indicates that the character can keep sprinting for another round. One failed Proficiency Check indicates that the character has become fatigued. He can continue to sprint, but he runs the risk of becoming exhausted if he fails another Proficiency Check.
A character can choose to stop sprinting at any time. If he is fatigued when he stops, he will remain fatigued and is still subject to becoming exhausted if he performs any other strenuous activity. If he becomes exhausted, he must stop sprinting immediately and will remain exhausted until he has recovered. If a character stops sprinting before becoming fatigued, he can continue to move at his normal maximum rate for two turns and then begin sprinting again. If he slows to one-half his normal maximum rate, he can begin sprinting again in one turn.
Distance running is the ability to move at normal running speed for longer than a normal character can, without risking adverse effects. For the purpose of the rules governing fatigue and exhaustion, running is not considered a particularly strenuous activity for a character with this proficiency. All the time limits given for the fatigue rules in the section on Fatigue and Exhaustion are either doubled or halved (in favour of the character) for a character with running proficiency who is engaging in a long-distance run. For instance: A character with running proficiency can avoid the effects of fatigue by resting for one turn after exerting himself for eight turns. If a character spends twelve turns in long-distance running (without one turn of rest), the player must make a Constitution Check. If that check is successful and he continues to run for ten more turns, another check is required, and so on.
This alteration of the time requirements does not apply if the character becomes fatigued or exhausted. Also, the benefits of this aspect of the running proficiency are negated if the character stops in the middle of a long-distance run to engage in any other type of strenuous activity (such as fighting or climbing). In such a case, the character must immediately begin to abide by the standard rules governing fatigue and exhaustion, as if he had just begun to perform strenuous activity.
Survival, cold: A character with this proficiency is more resistant to the adverse effects of a cold climate. For this character, the effective temperature is considered to be 20 degrees warmer than it is for a character without this proficiency. This proficiency only applies when the effective temperature is 30 degrees or lower.
Survival, desert: A character with this proficiency is more easily able to anticipate or avoid the hazards of a desert environment. His chance of locating a water hole on any given day is twice as great as that of a normal character - perhaps the single most important aspect of this skill. This proficiency also includes foraging skill; the character can locate a certain quantity of edible plants in half the time it takes for a normal character to obtain the same quantity. At the Dungeon Master’s discretion, other advantages may be afforded to a character with desert survival skills and to the other members of his party. For instance, a proficient character may be able to better endure a long stretch of time when no fresh water is available - not because he can go without water for longer than anyone else, but because he knows how to conserve his supply.
Survival, heat: A character with this proficiency is more resistant to the adverse effects of a hot climate. For this character, the effective temperature is considered to be 20 degrees cooler than it is for a character without this proficiency. This proficiency only applies when the effective temperature is 80 degrees or higher.
Swimming: This is something of a special case among the so-called “normal” proficiencies (as opposed to something such as a survival skill, which might be called a “special” proficiency). A character without hunting proficiency still has a chance of being able to bring down some wild game for dinner; one without foraging proficiency is still able to gather plants that he believes to be edible. But a character without swimming proficiency cannot swim at all. He can hold his breath under water, and under the right circumstances he can float at the top of a body of water, but he cannot move through the water under his own power. Rules governing the swimming proficiency are given in the section on Encumbrance and Movement.
Tracking: A character with this proficiency is able to follow the trail of a character or creature in the same fashion that a ranger can track (see Unearthed Arcana, page 21) - except that the base chance for success is half that of a ranger: 5% per level of the character, plus an additional 5%, up to a maximum of 55%. A character without proficiency in tracking has a base chance of 0% on any attempt to follow a trail, but may still be able to engage in tracking if the total of all applicable modifiers is a positive number.
Slow Respiration: A character with this proficiency has the ability to enter a deep trance and greatly reduce the amount of air he needs to stay alive. In order to induce the trance, the character must be in a restful position, either sitting or lying down. After concentrating for one turn, the character’s pulse and breathing rate drop well below normal, so that he uses air only 10% as fast as when resting. The character can emerge from his trance at will. He is fully aware of anything happening nearby while the trance is in effect.
Sound Analysis: This proficiency allows a character to gauge the size of underground areas by creating noise and judging the echoes that return. Using this skill, the character can calculate distances of up to one mile. The proficiency can also be used to determine the direction of a sound.
To use sound analysis, the character must work in conditions of absolute silence. The sound he creates must have a sharp, somewhat staccato quality. A howl or wail is ineffective, but a clicking sound or loud “hey” works well. When this proficiency is used, the player must make a Proficiency Check. If the check is successful, the character has correctly analysed the size of the area in question, within the following margin of error:
Length: + or -30%
Width: + or -25%
Height: + or - 25%
If the check fails, the echo has become garbled in the course of its reverberations. No further attempts to analyse the same area by that character will be successful. Other proficient characters may still try their luck, however.
A Proficiency Check of 5 or less means that the character has learned not only the size of the analysed area, but additional details about it as well. The DM should tell the player which aspects of an area it is possible to learn about in this way. Examples include the number of side passages branching off the analysed area, a sense of whether the area runs straight or winds around considerably, or even if the area contains a body of water. An obvious disadvantage of this ability is that while it is most useful for learning about an area totally new to the PCs, using it announces the presence of the party. Creatures hearing sound analysis used will certainly be prepared for some kind of intrusion and might even go looking for the perpetrators. This proficiency can be used in conjunction with the animal noise proficiency.
Weather sense: This proficiency enables a character to determine something about what the weather conditions will be in the place he is currently occupying during the coming six hours. A successful Proficiency Check indicates that the character correctly ascertains at least one general fact about the upcoming conditions: rain is on the way, rain is not on the way, it will get warmer, it will get cooler, conditions will remain basically the same, and so forth. The Dungeon Master always rolls Proficiency Checks for weather sense, and is not obliged to reveal the result of the attempt. The information gained from a successful check is whatever the Dungeon Master deems it appropriate for the character to know (and, of course, the information must be at least generally true). A failed check indicates that no definite information is gained, or (at the Dungeon Master’s discretion) some incorrect information is obtained.
This proficiency can only be used without penalty once in every 24-hour period. For every attempt beyond the first one on a given day, the Dungeon Master will attach a cumulative +2 modifier to the die roll (decreasing the chance that multiple Proficiency Checks during a single day will all succeed). Also, when a weather sense Proficiency Check is failed, any subsequent check in the next 12 hours will automatically fail.
Sometimes, impending weather is so obvious that even a character without this proficiency will be able to tell what is going to happen. In such cases, the Dungeon Master should not require, or even acknowledge, an attempt for a Proficiency Check and should instead simply describe the conditions, which would be apparent to anyone who can see. For instance, anyone ought to know that “a mass of dark clouds on the horizon, moving toward you” is a pretty clear sign that a rainstorm is on the way.
This message was last edited by the GM at 12:50, Wed 19 Feb 2014.