Classless Skills & Powers
Skill Trees
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 characters 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 characters 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.