Classless Skills & Powers
Skill Trees

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Required Skill Tree - No initial cost

All characters must purchase one and only one item from each category in the Required Skill Tree. Items from the Required Skill Tree may not be purchased or upgraded later in a character's life.

Table 8: Required Skills

Category 10 CP 20 CP 30 CP 40 CP 50 CP
Experience Table Wizard Warrior Priest Rogue  
THAC0 Table Wizard (1/3) Rogue (1/2) Priest (2/3) Warrior (1/1)  
Hit Dice Wizard (d4) Rogue (d6) Priest (d8) Warrior (d10) Superman (d12)
           
  20 CP 25 CP 30 CP 35 CP 40 CP
Saving Throws Rogue Priest Warrior Wizard Best of all

Characters may buy better saving throws at two CPs per point of improvement for a save versus a single specific type of attack - for example, vs. Paralyzation or vs. Charm spells, or five CPs for a point of improvement for an overall save category (e.g. Paralyzation, Poison, and Death Magic). Characters can buy additional hit points at the rate of one per every five CP.

Here are example costs for "standard" AD&D class combinations from the Required Skill Tree:

 

Melee Combat Skill Tree - Initial cost 10

Buying into the melee combat group gives a character basic knowledge of fighting with melee weapons. Characters do not have to buy this tree in order to be able to fight at all - but their combat options will be much more limited.

The melee weapon nonproficiency penalty for characters buying into this tree is -2 (it is -4 for all others), and allows a character to receive the fighter hit point bonus for high CON.

Table 9 - Melee Combat Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Melee Weapon proficiency

10

-

STR/MUS This cost, like all these costs, is per weapon. S&P p.114
Tight group proficiency

20

-

N/A   S&P p.113
Broad group proficiency

30

-

N/A   S&P p.113
Shield proficiency

10

-

N/A   S&P p.115
Armor proficiency

5

-

STR/MUS   S&P p.115
Weapon of Choice*

5

-

STR/MUS Prerequisite: Proficiency S&P p.118
Weapon Expertise*

10

-

STR/MUS Prerequisite: Proficiency S&P p.118
Weapon Specialization**

10

-

STR/MUS Prerequisites: Weapon of Choice, Expertise C&T p.74
Weapon Mastery**

25

-

N/A Prerequisite: Specialization and see below C&T p.75
Weapon High Mastery**

30

-

N/A Prerequisite: Mastery, Level 5+ C&T p.75
Weapon Grand Mastery **

35

-

N/A Prerequisite: High Mastery, Level 9+ C&T p.76
Multiple Attacks**

30

-

N/A See below New
Special Move Bonus

5

-

N/A See below New
Style Specialization*

10

-

N/A   S&P p.116-7
Heroic Fray

6

-

N/A   C&T p.55
Blind-fighting

15

-

WIS/INT, DEX/BAL   S&P p.96
Ambush

10

  INT/REA   C&T p.78
Camouflage

10

  INT/KNO   C&T p.79
Dirty Fighting

10

  INT/KNO   C&T p.79
Adaptation

10

9

INT/REA Prerequisite: Level 10+ HLC p.145
All-Around Attack

10

-

N/A Prerequisite: Level 10+ HLC p.145
Bravery

10

4

WIS/WIL Prerequisite: Level 10+ HLC p.145
Captivate

10

4

CHA/APP Prerequisite: Level 15+, Bravery HLC p.145
Death Blow

20

-

N/A Prerequisite: Level 15+ HLC p.145
Frighten/Challenge

10

4

CHA/LDR Prerequisite: Level 10+, Bravery HLC p.145
Hardiness

20

4

CON/FIT Prerequisite: Level 15+, Bravery HLC p.145
Inner Focus

10

4

WIS/WIL Prerequisite: Level 10+ HLC p.145
Signature Item

20

10

WIS/INT Prerequisite: Level 10+ HLC p.145
Signature Mount

10

9

WIS/INT Prerequisite: Level 10+ HLC p.145
Sense Danger

20

6

WIS/INT Prerequisite: Level 15+ HLC p.145

Weapon Mastery Note: The different levels of weapon mastery are described in Combat & Tactics pp.75-76. The character must solicit a master in the weapon to receive training from, and such training is time-consuming and expensive.

Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with 1 attack/round, but may purchase their way up the multiple attacks table for 30 CPs per rank. For example, 30 CPs gets you 3 attacks every 2 rounds, another 30 gets 2 attacks per round, and so on. Specialists use the Specialist Attacks Per Round table (C&T p.75) at the same rank when attacking with their specialist weapons.

Special Move Bonus: This gets a character a +1 'to hit' with one of the special attack options listed on pages 42-49 in Combat & Tactics (Block, Disarm, Sap, etc).

 

Unarmed Combat Skill Tree - Initial cost 5

Buying into the Unarmed Combat tree allows a character to be proficient in all forms of brawling combat (pummeling, wrestling, and overbearing). Other characters are only familiar with these styles, per C&T pp.82-94. Buying into this tree also allows a character to benefit from the fighter hit point bonus for high CON.

Table 10 - Unarmed Combat Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Pummeling Expertise

10

-

STR/MUS   C&T p.85
Pummeling Specialization*

15

-

STR/MUS   C&T p.85
Pummeling Mastery**

20

-

STR/MUS Prerequisite: Pummeling Specialization C&T p.85
Pummleing High Mastery**

25

-

- Prerequisite: Pummeling Mastery, Level 5+ C&T p.85
Pummleing Grand Mastery**

30

-

- Prerequisite: Pummeling High Mastery, Level 9+ C&T p.85
Wrestling Expertise

10

-

STR/MUS   C&T p.89
Wrestling Specialization*

15

-

STR/MUS   C&T p.89
Wrestling Mastery**

20

-

STR/MUS Prerequisite: Wrestling Specialization C&T p.90
Wrestling High Mastery**

25

-

N/A Prerequisite: Wrestling Mastery, Level 5+ C&T p.90
Wrestling Grand Mastery**

30

-

N/A Prerequisite: Wrestling High Mastery, Level 9+ C&T p.90
Martial Arts Proficiency

15

-

N/A See below C&T p.95
Martial Arts Specialization*

25

-

N/A Prerequisite: Martial Arts Proficiency C&T p.96
Martial Arts Mastery**

25

-

N/A Prerequisite: Martial Arts Specialization C&T p.96
Martial Arts High Mastery**

30

-

N/A Prerequisite: Martial Arts Mastery, Level 5+ C&T p.96
Martial Arts Grand Mastery**

35

-

N/A Prerequisite: Martial Arts High Mastery, Level 9+ C&T p.96
Flying Kick

10

5

STR/MUS Prerequisite: Martial Arts Proficiency C&T p.98
Backward Kick

10

-

N/A Prerequisite: Martial Arts Proficiency C&T p.98
Spring

10

7

DEX/BAL Prerequisite: Martial Arts Proficiency C&T p.98
Crushing Blow

10

-

N/A Prerequisite: Martial Arts Proficiency C&T p.98
Instant Stand

10

9

DEX/BAL Prerequisite: Martial Arts Proficiency C&T p.98
Missile Deflection

10

-

N/A Prerequisite: Martial Arts Proficiency C&T p.98
Martial Arts Weapon Proficiency

10

-

N/A Prerequisite: Martial Arts Proficiency New
Pummeling Weapon Proficiency

10

-

N/A   New
Wrestling Weapon Proficiency

10

-

N/A   New
Multiple Attacks**

30

-

N/A See below New

Unarmed Combat Mastery Note: The various levels of unarmed combat proficiency and mastery are described in Combat & Tactics pp.82-99.

Martial Arts Note: Martial arts must be learned from a skilled martial arts instructor, a rarity in most lands. Such training is long and rigorous. See Combat & Tactics pp.95-98 for more on martial arts.

Weapon Proficiency Note: Martial arts weapons are those designated as being usable as martial arts weapons in Skills & Powers p.114. Pummeling weapons are any weapons used to enhance pummeling combat, like cesti. Wrestling weapons are weapons specifically designed to cause damage while wrestling, such as spiked armor (there aren't many of these).

Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with 1 attack/round, but may purchase their way up the multiple attacks table for 30 CPs per rank. For example, 30 CPs gets you 3 attacks every 2 rounds, another 30 gets 2 attacks per round, and so on. Specialists use the Specialist Attacks Per Round table (C&T p.75) at the same rank when using combat forms they are specialized in.

 

Missile Combat Skill Tree - Initial cost 15

Buying into the Missile Combat tree gives a character familiarity with a wide variety of missile weapons. Such characters have a nonproficiency penalty of -2 with all missile weapons (other characters have -4).

Table 11 - Missile Combat Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Missile Weapon Proficiency

10

-

DEX/AIM   S&P p.114
Tight Group Proficiency

20

-

N/A   S&P p.114
Broad Group Proficiency

30

-

N/A   S&P p.114
Missile Weapon Specialization*

25

-

DEX/AIM Prerequisite: Proficiency C&T p.75
Missile Weapon Mastery**

25

-

DEX/AIM Prerequisite: Specialization C&T p.75
Missile Weapon High Mastery**

30

-

N/A Prerequisite: Mastery, Level 5+ C&T p.75
Missile Weapon Grand Mastery**

35

-

N/A Prerequisite: High Mastery, Level 9+ C&T p.76
Missile Style Specialization*

10

-

N/A Missile, Thrown, or Horse Archer style S&P p.117
Trick Shot Specialization*

10

-

DEX/AIM +1 to hit on called shots New
Multiple Attacks**

30

-

N/A See below New

Weapon Mastery Note: The different levels of weapon mastery are described in Combat & Tactics pp.75-76. The character must solicit a master in the weapon to receive training from, and such training is time-consuming and expensive.

Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with the usual rate of fire of their missile weapon, but may purchase their way up the Specialist Attacks Per Round table (C&T p.75) for 30 CP per rank.

 

Stealth Skill Tree - Initial cost 12

Purchasing this skill tree gives a character some knowledge of stealth and intrusion - being sneaky, conning folks, paying close attention and noticing that which others miss, and other general skullduggery. All characters have certain base chances to perform some stealth skills in a limited fashion, particularly climbing walls and hearing noises. Normal characters 'climb walls' chance, however, is usable only in natural surroundings or on very rough walls. Purchasing the Stealth skill tree does not raise the chance of success with those skills but does make them usable in all circumstances.

Table 12 - Stealth Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Pick Pockets

10

See below

DEX/AIM As Thief Skill S&P p.52
Open Locks

10

See below

DEX/AIM As Thief Skill S&P p.52
Find/Remove Traps

10

See below

DEX/AIM As Thief Skill S&P p.52
Move Silently

10

See below

DEX/BAL As Thief Skill S&P p.52
Hide in Shadows

10

See below

DEX/BAL As Thief Skill S&P p.52
Detect Noise

5

See below

DEX/AIM As Thief Skill S&P p.52
Climb Walls

5

See below

DEX/BAL As Thief Skill S&P p.52
Read Languages

10

See below

INT/KNO As Thief Skill S&P p.52
Detect Magic

10

See below

INT/KNO As Thief Skill S&P p.52
Detect Illusion

10

See below

INT/REA As Thief Skill S&P p.52
Bribe

5

See below

CHA/APP As Thief Skill S&P p.52
Tunneling

10

See below

DEX/AIM As Thief Skill S&P p.53
Escape Bonds

10

See below

DEX/AIM As Thief Skill S&P p.52
Thieves' Cant

5

-

INT/KNO As Thief Skill S&P p.52
Weapon Proficiency (Thief)

10

-

N/A See Below New
Backstab

10

-

N/A As Thief Skill, See below S&P p.52
Disguise

4

5

WIS/INT, CHA/LDR   S&P p.98
Forgery

3

5

DEX/AIM, WIS/WIL   S&P p.98
Gaming

2

5

WIS/INT, INT/KNO   S&P p.99
Reading Lips

3

7

INT/KNO, WIS/INT   S&P p.102
Ventriloquism

4

5

INT/KNO, CHA/LDR   S&P p.104
Adaptation

20

10

INT/REA Prerequisite: Level 11+ HLC p.171
Classify Traps

20

4

INT/KNO Prerequisite: Level 11+ HLC p.171
Evasion

10

-

N/A Prerequisite: Level 16+ HLC p.173
Fall/Jump

10

11

DEX/BAL Prerequisite: Level 11+ HLC p.173
Featherfoot

10

-

N/A Prerequisite: Level 11+ HLC p.173
Improvised Attack

20

-

N/A Prerequisite: Level 16+ HLC p.174
Inner Focus

10

5

WIS/WIL Prerequisite: Level 11+ HLC p.175
Nondetection

20

4

WIS/WIL Prerequisite: Level 16+ HLC p.176
Sense Danger

20

6

INT/REA Prerequisite: Level 16+ HLC p.176
Shadow Flight

10

-

N/A Prerequisite: Level 21+, Shadow Travel HLC p.177
Shadow Travel

10

-

N/A Prerequisite: Level 16+ HLC p.177

Thief Skill Notes: All thief skills begin at their usual base chance (Table 27, S&P p.53) including race and DEX adjustments (Tables 28 and 29, S&P p.53). Additional points may be bought to add to them at the rate of 5 percentile points per 2 CP. 50 points (20 CP) maximum may be spent at the beginning by any character, 75 points maximum (30 CP) if this is the character’s primary skill tree.

Weapon Proficiency Notes: This is proficiency in any small, stealthy weapon that can be concealed or is useful from surprise - for example, weapons of size S with a speed factor of Fast(4) or less.

Backstab Notes: Backstab damage begins at x2. Characters can buy higher backstab damage multipliers per Table 24, S&P p.52 for 30 CP per rank.

 

Wizardry Skill Tree - Initial cost 20

This skill tree gives a character knowledge of the ways of magical theory. The character can scribe spells into spell books, and memorize spells as his casting level allows. This tree allows a wizard to cast spells according to the traditional spell-slot method of casting as described in the core AD&D 2nd edition rulebooks. New methods of gaining spells or spell-like abilities should be given their own skill trees unless they are clearly based on one of the existing spheres. Magicians who use ley lines to tap into magical energy for spells, for example, would require an entirely separate skill tree for that area of magic.

Wizard Spells:

Wizard spells may not be cast in any armor, unless the character specifically purchases the ability to do so. Wizard spells must be learned and scribed into a spellbook to be memorized by the character according to the standard AD&D rules. Wizards must specifically buy access to any school of magic they wish to cast.

Table 13 - Wizard Spell School Access Costs

Spell Ability

Cost (CP)

Notes Source
Cantrips

5+

See Below New
Universal School Access

5

  New
Lesser School Access (Spells levels 1-4)

15

Prerequisite: Universal School Access New
Greater School Access (Spells levels 5-9)

5

Prerequisite: Lesser School Access New

Cantrip Notes: The character can cast one cantrip per spell rank per day.

Universal School Access Notes: The character can learn and cast spells from the Universal School of Magic (SP&M p.14).

Lesser School Access Notes: The character can learn and cast spells of levels 1-4 from the selected school. This can be one of the traditional schools of philosophy (e.g. Alteration) or one of the schools of effect or thaumaturgy (e.g. Shadow, Song) - see Spells & Magic p.14 for explanations of these schools.

Greater School Access Notes: The character can learn and cast spells of levels 5-9 from the selected school, as above.

Spell Rank:

In this system, characters do NOT automatically get more spells as they increase in level. Each rank on the wizard spell progression table (Table 37, S&P p.60) costs 5 CP. Caster level is equal to the character's rank on the spell table, NOT the character's actual level. Characters' spell rank can not exceed their level by more than 2.

If you are using a spell point system (Channeling, Warlock/Witchcraft, Preserving/Defiling, Alienism) from Spells & Magic, then instead of the fixed spells per level on Table 14 below, use the corresponding rows in Table 17, SP&M p.78, ignoring the parenthesized values. Optionally you can set up these various spellcasting methods as their own separate skill trees.

Table 14 - Wizard Spell Rank

Spells Per Level:
Rank

1

2

3

4

5

6

7

Cost (CP)

Prerequisite
1

1

-

-

-

-

-

-

5

 
2*

2

-

-

-

-

-

-

5

Rank 1
3**

2

1

-

-

-

-

-

5

Rank 2
4

3

2

-

-

-

-

-

5

Rank 3, Level 2+
5

3

3

1

-

-

-

-

5

Rank 4, Level 3+
etc…                  

Wizard Powers and Skills:

Wizards have access to a number of different mystical powers, and routinely develop certain skills as part of their training and practice. Many of these enhance spellcasting ability in one or more schools. "Specialist" mages are simply wizards who have purchased such skills concentrating on a single school.

Table 14 - Wizard Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Weapon Proficiency (Wizard)

10

-

STR/MUS See below New
Use of wizard magic items

10

-

INT/REA See below New
Signature Spell

7/10/13

-

INT/REA   SP&M p.57
Armored Mage

10/20/30

-

N/A   SP&M p.24
Automatic Spell Acquisition

2/5

-

INT/REA   SP&M p.24
Bonus Spells

10/15

-

INT/REA   SP&M p.24
Casting Time Reduction

2/5

-

INT/REA   SP&M p.24
Detect Magic

10

-

WIS/INT   SP&M p.24
Dispel

10/15

-

INT/REA   SP&M p.25
Enhanced Casting Level

10

-

INT/REA   SP&M p.25
Extended Spell Duration

10/15

-

INT/REA   SP&M p.25
Immunity

10+

-

WIS/WIL   SP&M p.25
Learning Bonus

5/7+

-

INT/REA   SP&M p.25
No Components

10/20

-

N/A   SP&M p.25
Persistent Spell Effect

15+5/lvl

-

N/A   SP&M p.25
Range Increase

5/7+

-

INT/REA   SP&M p.25
Read Magic

5

-

INT/REA   SP&M p.25
Research Bonus

5/10

-

INT/REA   SP&M p.25
School Knowledge

5/8

-

INT/REA   SP&M p.25
Arcanology

4

5

INT/KNO   SP&M p.52
Concentration

5

6

WIS/WIL   SP&M p.53
Prestidigitation

3

7

DEX/AIM   SP&M p.54
Reading/Writing

2

8

INT/KNO   S&P p.102
Research

3

6

INT/REA   SP&M p.54
Spellcraft

3

7

INT/REA   S&P p.103
Tactics of Magic

3

6

INT/REA   SP&M p.57
Thaumaturgy

3

5

INT/REA   SP&M p.57
Mental Focus

10

4

WIS/WIL Prerequisite: Level 12+ HLC p.157
Signature Item

20

10

WIS/INT Prerequisite: Level 12+ HLC p.157
Spell Sculpting

10

8

INT/KNO Prerequisite: Level 12+ HLC p.158

Weapon Proficiency Note: This allows the character a proficiency in the Dagger, Staff, Dart, Knife, or Sling.

Use of Magic Items Note: This allows the character to use any magic items only usable by wizards - staves, wands, etc. All characters with the Wizardry skill tree can use wizard scrolls.

Wizard Limitations:

Wizards may suffer certain limitations in their casting abilities. These restrictions are worth bonus CP.

Table 15 - Wizard Limitations

Limitation

Bonus (CP)

Notes Source
Awkward Casting Method

5

  SP&M p.26
Taboo

2

  SP&M p.26
Difficult Memorization

5

  SP&M p.26
Environmental Condition

5+

  SP&M p.26
Hazardous Spells

10

  SP&M p.26
Learning Penalty

5/8

  SP&M p.26
Reduced Spell Knowledge

7

  SP&M p.26
Reduced Spell Progression

5

  SP&M p.26
Supernatural Constraint

5+

  SP&M p.26
Talisman

8

  SP&M p.27

 

Holy Orders Skill Tree - Initial cost 10

If a character buys into this tree, it assumes he or she has a special relationship with one or more deities or powers. The character is familiar with his religion and deity, and has more faith and devotion than the average worshipper. Characters purchasing Holy Orders receive bonus spells for high WIS/INT - but only if able to cast those spells, as below. To obtain Holy Orders for a particular deity, the character must meet any alignment, race, sex, or other restrictions of the faith in question. This tree assumes the traditional granting of priest spells by a patron deity - different methods of gaining spells or spell-like abilities should be given their own skill trees. Casters who get their magical abilities as gifts from spirits, for example, merit a separate tree - see the "Shamanism" skill tree, based on the Shaman class from Spells & Magic, below.

The holy orders skill tree is a somewhat special case. Almost any skill could conceivably be a divinely granted power. Usually, characters will not be free to purchase any power from this tree at will, but instead purchase special bundles of powers and hindrances specific to their deity and their specific order following that deity. Deities only grant specific powers relevant to their portfolio, and often require specific actions or restrictions of their followers.

Besides the deity's spell selection, DMs are encouraged to come up with a bundle of selected powers and vows that best suit the deity in question. Use Faiths & Avatars and Powers & Pantheons as guides for specialty priesthoods or other holy orders (such as paladins). To show the holy orders tree in action, we will use two examples. The first is the Holy Healing Priesthood of Tungsten, God of Health and Fitness. The second is the Brotherhood of the Knights of the Holy Hospital of Tungsten. Both orders follow the same deity, but the first is a noncombatant priesthood specializing in healing and the second is an order of paladins prizing physical fitness above all.

Cleric Spells:

All clerical spells may be cast in any armor. Characters are free to purchase or not purchase any of the spell spheres their deity grants. Greater sphere access (levels 4-7) always carries the prerequisite of lesser sphere access (levels 1-3) in the same sphere, hence the reversed CP costs from the table on S&P p.57.

Table 16 - Holy Order Spell Sphere Access Costs

Sphere Minor Major Sphere Minor Major
All 5 3 Healing 10 5
Animal 10 5 Law 8 5
Astral 5 3 Necromantic 10 5
Chaos 8 5 Numbers 10 5
Charm 10 5 Plant 10 5
Combat 10 5 Protection 10 5
Creation 10 5 Summoning 10 5
Divination 10 5 Sun 5 3
Elemental 20 8 Thought 10 5
Air 5 2 Time 10 5
Earth 8 3 Travelers 5 3
Fire 8 3 War 5 3
Water 5 2 Wards 10 5
Guardian 5 3 Weather 10 5

Spell Rank:

In this system, characters do NOT automatically get more spells as they increase in level. Each rank on the priest spell progression table (Table 34, S&P p.56) costs 5 CP. Caster level is equal to the character's rank on the spell table, NOT the character's actual level. Characters' spell rank can not exceed their level by more than 2.

If you are using a spell point system (Channeling, Ritual Prayer, Conditional Magic, Druidical Magic) from Spells & Magic, then instead of the fixed spells per level on Table 17 below, use the corresponding rows in Table 26, SP&M p.92. Optionally you can set up these alternate spellcasting methods as their own separate skill trees.

Table 17 - Holy Order Spell Rank

Spells Per Level:
Rank

1

2

3

4

5

6

7

Cost (CP)

Prerequisite
1

1

-

-

-

-

-

-

5

 
2*

2

-

-

-

-

-

-

5

Rank 1
3**

2

1

-

-

-

-

-

5

Rank 2
4

3

2

-

-

-

-

-

5

Rank 3, Level 2+
5

3

3

1

-

-

-

-

5

Rank 4, Level 3+
etc…                  

Holy Order Granted Powers:

This list contains some sample powers that a deity might grant directly to his or her followers. Some priesthood somewhere might grant almost any conceivable skill or power. It is up to the DM to decide the CP cost of any specific powers a deity may grant. As a general rule, powers duplicating at most a first-level spell usable a limited number of times in a given time period should be lesser granted powers. Powers granting first-level spells continually or second-level spells usable a limited number of times in a given time period should be greater granted powers, and powers granting heftier magics should be major granted powers (or beyond). Many of the granted powers from Faiths & Avatars will come with such high costs. Spell-like granted powers can also use the formula for CP costs given on p.39 of Spells & Magic. Note that unlike Skills & Powers, you cannot reduce CP costs by deferring powers to a higher level - you can just wait to buy them until then.

Table 18 - Lesser Granted Powers

Power

Cost (CP)

Source
Casting Time Reduction

5

SP&M p.38
Cold Resistance

5

SP&M p.38
Expert Healer

5

SP&M p.39
Electrical/Lightning Resistance

5

SP&M p.39
Fire/Heat Resistance

5

SP&M p.39
Pass Without Trace

5

SP&M p.39
Purify Water

5

SP&M p.39
Resist Energy Drain

5

SP&M p.39

Table 19 - Greater Granted Powers

Power

Cost (CP)

Source
Animal Empathy

10

SP&M p.38
Detect Evil

10

SP&M p.39
Detect Undead

10

SP&M p.39
Immunity to Charm

10

SP&M p.39
Immunity to Disease

10

SP&M p.39
Lay On Hands

10

SP&M p.39
Spell Duration Increase (one sphere)

10

SP&M p.39
Turn Undead

10

SP&M p.40

Table 20 - Major Granted Powers

Power

Cost (CP)

Source
Immunity to Magic (per school)

15

SP&M p.39
Know Alignment

15

SP&M p.39
Shapechange

20

SP&M p.39
Spell Duration Increase (all spheres)

20

SP&M p.39

Table 21 - Holy Order Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Weapon Proficiency (Cleric)

10

-

STR/MUS See below New
Healing

4

5

WIS/INT, CHA/LDR   S&P p.90
Religion

2

6

WIS/INT   S&P p.90
Alms

3

8

CHA/APP   SP&M p.59
Ceremony

2

7

WIS/INT   SP&M p.59
Use of clerical magic items

10

-

WIS/INT   New
Use of holy weapons

10

-

WIS/INT See below New
Divine Strength

10

4

WIS/WIL Prerequisite: Level 10+, Eminence HLC p.145
Divine Voice

10

4

CHA/LDR Prerequisite: Level 15+, Eminence HLC p.145
Divine Will

10

4

WIS/WIL Prerequisite: Level 10+ HLC p.145
Detect Deception

10

6

WIS/INT Prerequisite: Level 15+, Eminence HLC p.145
Eminence

10

6

CHA/LDR Prerequisite: Level 10+ HLC p.145
Invincibility

20

4

WIS/WIL Prerequisite: Level 21+, Eminence HLC p.145
Loan

10

4

WIS/INT Prerequisite: Level 15+ HLC p.145
Smite

20

-

N/A Prerequisite: Level 15+, Eminence HLC p.145
Spell Talisman

10

4

INT/KNO Prerequisite: Level 12+ HLC p.167
Special Enemy

10

-

N/A As Ranger Skill S&P p.51
Faith-Related Proficiency

Variable

Variable

Variable See Below New

Weapon Proficiency Notes: This is proficiency in one of the deity's signature weapons only - the trident for followers of Trithereon, for example, or the hammer for the followers of Thor. Many deities have no signature weapon.

Holy Weapons Notes: This is the ability to use a paladin's holy sword or similar device to its fullest extent.

Faith-Related Proficiency Notes: Some faiths make intensive use of certain everyday skills. Certain faiths may allow characters to purchase skills from other skill trees at the usual skill cost without paying the initial cost for the other skill tree. For example, priests of a god of scribes might be able to purchase the bookbinding proficiency for its usual skill cost without having to pay the cost for its skill tree.

Vows/Restrictions:

Holy orders may have various restrictions or vows required of their members to participate in their religion. These restrictions are worth bonus CP. Vows should be chosen by the DM, like powers, and placed into holy order "bundles."

Table 22 - Holy Order Limitations

Restriction

Bonus (CP)

Notes Source
Armor Restriction

5+

  SP&M p.40
Awkward Casting Method

5

  SP&M p.40
Taboo

2

See below SP&M p.40
Ceremony/Observance

5

See below SP&M p.40
Difficult Spell Acquisition

5

  SP&M p.40
Hazardous Spells

10

  SP&M p.41
Limited Spell Selection

5

  SP&M p.41
Slower Casting Times

5

  SP&M p.41
Talisman/Symbol

8

  SP&M p.41
Vow/Requirement

5

See below New

Taboo Notes: Taboos are minor codes of behavior or conduct that the character must follow, like saying a long prayer every time the character crosses a bridge or being required to eat facing west.

Ceremony Notes: Ceremonies are rituals that must be performed daily, or else loss of spells or other problems may result. Examples are a nightly atonement, or daily sacrifice, or other event.

Vow Notes: A vow is a serious behavioral limitation required of the devout follower. Vows of poverty, chastity, and obedience are all examples. A priest could be compelled to never deliberately harm anyone, or to give help and healing to anyone in need.

Example 1:

The Holy Healers of Tungsten, God of Health and Fitness.

This order of followers of Tungsten values healing and health above all else. Their followers may not be evil or chaotic in alignment. Tungsten grants lesser access to the spheres of Guardian, Summoning, Combat, and Creation. He grants greater access to the All, Healing, Necromantic, and Protection spheres. Healers of Tungsten are allowed to take the Healing and Herbalism faith-related proficiencies at their listed cost, and in fact are required to as part of their training.

The order also has the following granted powers available later in life, obtained by paying the CP cost at a later date:

Holy Healers tend to spend lots of character points on the Tungsten spell spheres as well.

The order's bundle of powers and restrictions is as follows:

Power

CP Cost

Immunity to Poison

10

Immunity to Disease

10

Lay On Hands

10

Use of clerical magic items

10

Turn Undead

10

Expert Healer

5

Healing

4

Herbalism

3

Taboo: Cannot Eat Red Meat

-2

Taboo: Cannot Drink Alcohol

-2

Taboo: Must shave face and head

-2

Vow: Nonviolence

-5

Vow: Must heal any in need

-5

Restriction: Cannot wear armor

-15

Total Bundle Cost

28

Example 2:

The Brotherhood of the Knights of the Hospital of Tungsten.

These warrior-knights of Tungsten are required to take the Endurance proficiency, as they value physical fitness above all. They have access to all the spell spheres Tungsten can grant, but will have less character points to spend on them after getting more fighter-oriented abilities as well. Their spellcasting is not per se inferior or delayed to higher levels than the priests' - it is all a matter of where and when they choose to spend their character points.

The Knights have the option of gaining the "Immunity to Poison" and "Turn Undead" powers their Healer brethren have for 10 CPs apiece at a later date. They can also later take a vow of complete obedience to their order for 5 bonus CPs.

The order's members also usually purchase lots of skills from the Melee Combat tree. They usually buy fewer spells, or at least defer purchasing them until later in life.

The order's bundles of powers and restrictions is as follows:

Power

CP Cost

Detect Evil

10

Immunity to Disease

10

Use of holy weapons

10

Lay On Hands

10

Expert Healer

5

Ceremony: Long Morning Exercise

-5

Taboo: Must shave face and head

-2

Vow: Must heal any in need

-5

Vow: Poverty

-5

Total Bundle Cost

28

 

Shamanism Skill Tree - Initial cost 10

A shaman is a character that gains magical powers by communing with the spirits, as described in Spells & Magic pp.34-38. The shaman purchases spell ranks on Table 5, SP&M p.36 just as Wizards and those in Holy Orders purchase spell ranks.

Table 23 - Shaman Skills

Skill   Ability   Source  
Spirit Powers

10

-

WIS/INT Per Class of Spirit SP&M p.40
 
Spirits Per Level:
Rank

Minor Spirit

Major Spirit

Great Spirit

Cost (CP)

Prerequisite
1

1

-

-

5

 
2*

1

-

-

5

Rank 1
3**

2

-

-

5

Rank 2
4

2

-

-

5

Rank 3, Level 2+
5

2

1

-

5

Rank 4, Level 3+
etc…          

 

Athletics Skill Tree - Initial cost 5

Athletic skills are useful in all sorts of physical endeavors - running, jumping, throwing, and other such exertions. A character paying the initial cost for this tree knows about the common sports of their culture and is familiar with their rules and practice.

Table 24 - Athletics Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Endurance

2

3

N/A   S&P p.98
Jumping

2

8

STR/MUS, DEX/BAL   S&P p.100
Running

2

5

STR/STA, CON/FIT   S&P p.102
Swimming

2

9

STR/STA   S&P p.103
Throwing

2

8

DEX/AIM, STR/MUS   S&P p.103
Tightrope Walking

3

5

DEX/BAL   S&P p.104
Tumbling

3

7

DEX/BAL, STR/MUS   S&P p.104

 

Warcraft Skill Tree - Initial cost 10

Warcraft is the skill of conducting large-scale battle. A character skilled in warcraft is familiar with basic battle tactics of their day and age. They also are familiar with the needs of a large army (supply chain, discipline, etc.).

Table 25 - Warcraft Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Artillerist

5

6

CHA/LDR   C&T p.177
Building

5

6

N/A As Warrior Ability S&P p.47
Charioteering

4

5

DEX/BAL, WIS/WIL   S&P p.96
Cryptography

3

6

INT/REA, WIS/INT   S&P p.97
Engineering

4

5

INT/REA, WIS/INT   S&P p.47
Leadership (Organization)

5

5

CHA/LDR As Warrior Ability S&P p.47
Leadership (Morale)

4

5

CHA/LDR   C&T p.80
Supervisor

5

6

INT/REA, WIS/INT As Warrior Ability S&P p.48
War Machines

5

6

INT/REA, WIS/INT As Warrior Ability S&P p.48

 

Wilderness Craft Skill Tree - Initial Cost 7

Wilderness craft encompasses all the skills useful for life in the great outdoors. Some wilderness craft skills are similar to Stealth tree skills (Climbing, Hide in Natural Surroundings, etc.), but are only usable in natural surroundings of a type familiar to the character. These skills' chances of success are handled like the similar Stealth Tree skills rather than the somewhat bizarre algorithms in the skill descriptions in Skills & Powers pp.50-51 (especially Table 22).

Table 26 - Wilderness Craft Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Animal Empathy

10

-

WIS/INT As Ranger Skill S&P p.50
Animal Lore

3

7

INT/KNO, WIS/INT   S&P p.95
Climbing

10

See below

DEX/BAL As Ranger Skill S&P p.50
Find/Remove Wilderness Traps

10

See below

DEX/AIM As Ranger Skill S&P p.50
Fire-building

2

8

WIS/INT, INT/REA   S&P p.98
Fishing

3

6

WIS/INT, INT/KNO   S&P p.98
Herbalism

3

6

INT/KNO, WIS/INT   S&P p.99
Hide in Natural Surroundings

5

See below

N/A As Ranger Skill S&P p.50
Hunting

2

7

WIS/INT   S&P p.100
Mountaineering

4

7

STR/STA, WIS/WIL   S&P p.101
Move Silently

5

See below

N/A As Ranger Skill S&P p.50
Orienteering

3

7

INT/KNO, WIS/INT   S&P p.101
Pass Without Trace

10

-

N/A As Ranger Skill S&P p.51
Set Snares

4

8

DEX/AIM, WIS/INT   S&P p.102
Sneak Attack

10

-

N/A As Ranger Skill S&P p.50
Speak With Animals

10

-

N/A As Ranger Skill S&P p.51
Survival

3

6

INT/KNO, WIS/WIL Per terrain type S&P p.103
Tracking

5

7

WIS/INT   S&P p.104
Weather Knowledge

2

7

WIS/INT   S&P p.104

Ranger Skill Notes: All thief-like ranger skills (Climbing, Find/Remove Traps, Move Silently, Hide in Natural Surroundings, Sneak Attack) begin at the base chance for the corresponding thief skill (Table 27, S&P p.53) including race and DEX adjustments (Tables 28 and 29, S&P p.53). Additional points may be bought to add to them at the rate of 5 percentile points per 2 CP. 50 points (20 CP) maximum may be spent at the beginning by any character, 75 points maximum (30 CP) if this is the character’s primary skill tree.

 

Arts & Entertainment Skill Tree - Initial cost 5

Skills in the arts and entertainment are used to entertain people, from a brief diversion such as a song to creating a lasting work of art such as a painting. Some of the more advanced skills have an almost supernatural effect on the entertainer's audience and have nearly magical effects of various sorts. Characters investing in this skill tree have a basic knowledge of the various art forms and their general practice.

Table 27 - Arts & Entertainment Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Alter Moods

5

-

CHA/LDR As the Bard skill S&P p.54
Charm Resistance

5

-

CHA/LDR As the Bard skill S&P p.55
Counter Effects

10

-

CHA/LDR As the Bard skill S&P p.55
Dancing

2

6

DEX/BAL, CHA/APP   S&P p.97
Etiquette

2

8

CHA/APP, WIS/INT   S&P p.98
Juggling

3

7

DEX/AIM   S&P p.100
Musical Instrument

2

7

CHA/LDR   S&P p.101
Painting

2

7

DEX/AIM, WIS/INT   S&P p.101
Rally Friends

5

-

CHA/LDR As the Bard skill S&P p.55
Reading/Writing

2

8

INT/KNO   S&P p.102
Sculpting

2

5

DEX/AIM, WIS/INT   S&P p.102
Singing

2

5

CHA/LDR   S&P p.103
Sound Resistance

5

-

CHA/LDR As the Bard skill S&P p.55

 

Social Skill Tree - Initial cost 5

These social skills are useful when dealing with people, on an individual basis or in a large organization - a government, law enforcement organization, major church, large guild, or the like. They enable a character to get along with people and facilitate their management. Characters with social skills are familiar with their society's rules and institutions.

Table 28 - Social Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Administration

3

9

INT/REA   SP&M p.59
Bureaucracy

5

8

INT/KNO   SP&M p.60
Diplomacy

3

6

CHA/APP   SP&M p.60
Etiquette

2

8

CHA/APP, WIS/INT   S&P p.98
Heraldry

2

8

INT/KNO   S&P p.99
Investigation

4

6

INT/REA   SP&M p.60
Law

3

7

INT/REA   SP&M p.61
Oratory

3

7

CHA/APP   SP&M p.61
Persuasion

3

5

CHA/APP   SP&M p.61
Reading/Writing

2

8

INT/KNO   S&P p.102

 

Sagecraft Skill Tree - Initial cost 10

These skills are the in-depth knowledge belonging to sages and other of great knowledge. Buying the Sagecraft skill tree assumes that a character has had some sort of exposure to higher learning. All these skills must be learned by knowledgeable instruction, substantial book study, or decades of research. Sages understand the basics of research and higher reasoning.

Table 29 - Sagecraft Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Alchemy

5

6

INT/REA   SP&M p.51
Anatomy

4

5

INT/KNO   SP&M p.52
Ancient History

3

6

WIS/INT, INT/KNO   S&P p.95
Ancient Languages

4

5

INT/KNO Per Language S&P p.95
Arcanology

4

5

INT/KNO   SP&M p.52
Astronomy

2

7

INT/KNO   S&P p.96
Cryptography

3

6

INT/REA, WIS/INT   S&P p.97
History

10

special

  As Bard Skill S&P p.55
Local History

2

8

INT/KNO, CHA/APP   S&P p.101
Reading/Writing

2

8

INT/KNO   S&P p.102
Sage Knowledge

4

5

INT/KNO   SP&M p.54

 

Occult Studies Skill Tree - Initial cost 7

Many religions teach these skills, and they can also be found amongst diviners, occultists, and witches across the land. They consist of various forms of divination and lore about the supernatural. Students of the occult are familiar with common superstitions, supernatural creatures, and divination techniques.

Table 30 - Occult Studies Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Astrology

3

5

WIS/INT, INT/KNO   S&P p.95
Dowsing

3

5

WIS/INT   SP&M p.52
Herbalism

3

6

INT/KNO, WIS/INT   S&P p.99
Hypnotism

4

6

CHA/LDR   SP&M p.53
Omen Reading

3

5

WIS/INT   SP&M p.52
Undead Lore

3

6

INT/KNO   SP&M p.61

 

Sailing Skill Tree - Initial cost 4

This skill tree encompasses all the skills that are required for operating a boat, from a small canoe to a large sailing ship. Sailors are familiar with the general layout and purpose of all ships that they have seen before.

Table 31 - Sailing Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Boat Piloting

2

6

STR/MUS, INT/REA   S&P p.96
Deep Diving

2

5

DEX/BAL, CON/HEA   S&P p.98
Navigation

3

6

INT/KNO, WIS/INT   S&P p.101
Rope Use

2

8

DEX/AIM, WIS/INT   S&P p.102
Seamanship

3

8

WIS/INT, DEX/BAL   S&P p.102
Swimming

2

9

STR/STA   S&P p.103
Weather Knowledge

2

7

WIS/INT   S&P p.104

 

Tradesman Skill Tree - Initial cost 3

Tradesmen are the foundation of society. Farmers, carpenters, and other semi-skilled workers gain their skills from this tree. A character with tradesman skills is familiar with working with their hands and doing good, hard, honest work.

Table 32 - Tradesman Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Agriculture

3

7

INT/KNO   S&P p.94
Animal Handling

3

7

WIS/WIL   S&P p.95
Brewing

3

8

INT/KNO   S&P p.96
Carpentry

3

7

STR/STA, INT/KNO   S&P p.96
Cobbling

3

7

DEX/AIM, INT/KNO   S&P p.97
Cooking

3

7

INT/REA   S&P p.97
Endurance

2

3

N/A   S&P p.98
Leather Working

3

7

INT/KNO, DEX/AIM   S&P p.101
Pottery

3

7

DEX/AIM   S&P p.102
Stonemasonry

4

5

STR/STA, WIS/INT   S&P p.103
Tailoring

3

7

DEX/AIM, INT/REA   S&P p.103
Weaving

3

6

INT/REA, DEX/AIM   S&P p.104

 

Craftsman Skill Tree - Initial cost 5

Craftsmen are highly skilled workers of various sorts. These are individuals you come to when you need an item of value created or repaired. Craftsmen are all acquainted with the various crafts and know generally what is involved with their use.

Table 33 - Craftsman Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Appraising

2

8

INT/REA, WIS/INT   S&P p.95
Animal Training

4

5

WIS/WIL, CHA/LDR   S&P p.95
Armorer

5

5

INT/KNO, STR/MUS   S&P p.95
Blacksmithing

4

6

STR/MUS, INT/KNO   S&P p.96
Bookbinding

3

8

INT/KNO   SP&M p.52
Bowyer/Fletcher

5

6

INT/KNO, DEX/AIM   S&P p.96
Gem Cutting

3

6

DEX/AIM   S&P p.99
Glassblowing

2

7

DEX/AIM   SP&M p.53
Mining

5

5

WIS/INT, STR/STA   S&P p.101
Papermaking

2

8

INT/KNO   SP&M p.54
Scribe

2

7

DEX/AIM   SP&M p.57
Weaponsmithing

5

5

INT/KNO, DEX/AIM   S&P p.104

 

General Skill Tree - Initial cost 0

General skills are either so common as to merit no special grouping (like horseback riding), or are so specialized as to not fit in any other skill trees (like mental resistance).

Table 34 - General Skills

Skill

Cost

(CP)

Initial

Value

Ability Notes Source
Mental Resistance

6

5

WIS/WIL   SP&M p.53
Modern Languages

2

9

INT/KNO   S&P p.101
Observation

6

7

INT/REA   SP&M p.61
Riding, Airborne

8

5

WIS/WIL, DEX/BAL   S&P p.102
Riding, Land

2

8

WIS/WIL, DEX/BAL   S&P p.102

 

Other optional skill trees (like a Psionics skill tree) may be added at any time, as it becomes appropriate in the campaign.

Note that rules for followers are not detailed in this system. If a character grows in power and through gameplay recruits some troops or minons, then he or she can have followers. They are not a skill to be purchased with character points.

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