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

-

-