PC Races on the Sword Isles:
Human (Primarily Aborian)
Elf* (Sea)
Dwarf
Halfling
Major races from nearby nations:
Gnoll, Hattakkan
Human, Aborian
Human, Avelan (psuedo-Celtic)
Human, Islander
Human, Materan (Amazons)
Human, Neo-Turanian
Elf* (Silver)
Elf* (Sea)
Elf* (Sun)
Minotaur, Trinalian
Orc**
Minor Races from nearby nations:
Centaur
Dragon, Half
Dwarf
Elf* (Forest)
Elf* (Sea)
Elf* (Vale)
Giant, Voadkyn
Gnome
Halfling
Hobgoblin
Human (Any)
Lizardman
Orc**
Satyr
Viscosian
* And by extension, half elves.
** And by extension, half orcs.
Races in italics are new races described
in this document. All other races are described in the core rules, Skills
& Powers, or the Complete Book of Humanoids.
To ensure that the relative rarities are somewhat
reflected in the party, at least one-half of the party members must be
from the first list. Only one of each race is allowed from the second list,
and only one (total) is allowed from the third list. The DM may, of course,
grant exceptions to this.
Races not part of these lists are rare but not unheard
of as Tai sees travelers from around the world. Such other races will be
considered on a case-by-case basis.
Some races are on two or three of the lists. Make
sure you let me know which list you are selecting from – it will assist
me in determining your character's starting circumstances.
Elf, Vale
Vale elves are a rare subrace of elf and getting
rarer, as their last retreat was pillaged at the hands of slavers. A few
vale elves are still traded as slaved in various places. Their longevity
gives them great values in the eyes of slaveholders that are cautious not
to overwork their slaves.
Vale elves have most of the racial characteristics
of gray elves. The major departure is that vale elves are natural psionicists.
Vale elves exchange the described level limits for mages and psionicists
(i.e., can be up to 15th level psionicists but only 7th level mages, plus
modifiers) and may buy the natural psionics advantage of the psionicist
as a racial ability. They otherwise conform to the characteristics of gray
elves.
Gnoll, Hattakkan
Hattakkan gnolls, also known as southern gnolls,
are the most civilized of their kind. They hail from an organized nation
in the cliffs and mountains on the southwest coast of Trinalia.
Hattakkans are an advanced species of gnoll,
and get the best of characteristics of gnolls and flinds.
Hattakan gnolls are large and strong. They
receive a +1 to strength, but their appearance and gruff manner causes
a -1 penalty to charisma. Hattakkans also add 2 additional hit points to
their calculated HP.
In addition, Hattakan gnolls suffer from their bestial appearance
and the bad reputation of their barbaric cousins. In addition to their
charisma penalty, Hattakans figure their reaction modifiers on one-half
of their charisma when dealing with humans and demihumans. This penalty
does not apply towards other humanoids.
Hattakkans size puts them at somewhat of a
disadvantage in that they suffer damage as large creatures. They also find
it difficult to find armor made for them outside their homeland, and such
armor is invariably expensive.
To their advantage, Gnolls have keen senses.
They have sensitive night vision, halving any penalties to attack rolls
or intuition or observation checks due to darkness. Further, they have
keen hearing and smell. They gain a +3 bonus to all surprise rolls, and
can track other creatures by scent, gaining a like bonus to their tracking
skill. Hattakkans can be Fighters, Thieves, Priests (Clerics, Specialty
Priests, or Shamans), or multi class Fighter / Thief, Fighter / Cleric,
Fighter / Shaman, or Fighter / Specialty Priests.
Hattakkan gnolls can use flindbars as a flind.
Favored weapons are battle axe, composite long bow, clubs, flindbar, morning
star, polearms (especially the glaive and tetsubo), and swords (two-handed
or long). They also frequently specialize in two-handed style, hobgoblin
pole style, or northern smashing style.
In addition to their own tongue, Hattakkan
gnolls are familiar with the intersea trade tongue as well as bugbear,
gnoll (northern), flind, troll, orc, and hobgoblin.
Minotaur, Trinalian.
Trinalian minotaurs are a strange and aloof
race of sailors and traders. They almost never wage war as a race – except
in defense – but are capable warriors. They have displayed willingness
to trade in slaves (or just about anything else, for that matter), but
have no other great malignancy towards the major races of Trinalia.
Many of the human and demihuman races turn
their ships away out of primal fear of these huge creatures. They always
honor such bans, but often to the detriment of those who impose the ban,
for minotaurs often bring goods that cannot be found elsewhere.
Being run out of almost every corner of the
northern reaches of Trinalia, minotaurs have two significant nations in
southern Trinalia. This proximity gives them a strong presence in the sword
isles. Minotaurs great bulk and sense of honor frequently finds them in
mercenary companies in Tai and elsewhere in the Sword Isles.
Minotaurs are good traders, but are otherwise
generally less concerned with mental pursuits than physical ones. Minotaurs
receive a +1 to generated strength and charisma scores, but a -1 to dexterity
and wisdom scores. Minotaurs are large, massive creatures (over 7' tall)
and take damage as size L creatures. However, they add 6 points to their
calculated hit points.
Minotaurs have infravision out to 60'. They are
immune to the wizard spell maze and can navigate nearly any mortal-made
maze with a successful wisdom / intuition check. All minotaurs automatically
receive the direction sense proficiency for free.
Like gnolls, minotaurs have sharp senses.
The senses of a minotaur, however, only grant a +1 to surprise checks and
tracking rolls.
Minotaurs are brave and difficult to stir
to passionate emotion. They receive a +3 on any saves magical fear or other
means of magical or psionic emotion control.
Minotaurs can be fighters, rangers, wizards,
thieves, or priests. They may be multi classed fighter / wizards or fighter/thieves.
In addition to their own language, minotaurs
are familiar with the intersea trade language and the language of the nearest
human culture.
Minotaurs prefer the use of axes (battle or
2-handed), flails, and clubs (one or two handed) in combat, thought their
widespread trade also makes firearms an option.
Viscosians
Viscosians are a race of catlike people. They
have a basically humanoid shape, a slight stoop and long arms, being able
to move on all fours, an catlike faces and claws. Males also have a leonine
mane. The nearest major kingdom of Viscosians are on the isle of Stygia,
but there are minor concentrations of them as far east as the isle of Majenka.
Viscosians belong to a matriarchal society
where females hold positions of authority and leadership, and males serve
the clan by hunting and defending the people.
Viscosians are not greatly civilized and obtain
most of their food by hunting. They are usually highly independent and
live in small tribes. They are somewhat skittish in crowds and automatically
have a minor phobia to crowds.
The viscosians are swift and agile. Male viscosians
are somewhat short-sighted and receive a +1 to dex and a -1 to wis. Female
viscosians are not as muscular as males and receive a +1 to dex and -1
to str.
The viscosians have great speed & agility
that go beyond that told by their dex scores. Viscosians receive the quickness
and tumbling proficiencies at no cost. Viscosians also receive an agility
bonus of +1 per 4 levels or fraction. This agility bonus may be used in
a number of ways:
Racial Ability Requirements for New Races:
Gnoll,
Viscosian, Viscosian,
Ability Hattakkan
Minotaur Female Male
Strength 8/18
10/18 6/17
7/18
Dexterity 6/18
5/17 10/18
10/18
Constitution 6/18
8/18 4/18
6/18
Intelligence 3/17
5/17 7/18
7/17
Wisdom 3/18
3/16 7/18
7/16
Charisma 3/16
6/18 3/18
3/18
Racial Class/Level Limits for New Races:
Race
Pr Ftr Rng Mage Thief Psionicist
Gnoll, Hattakkan 9
12 – – 11
–
Minotaur
10 14 – 12
9 –
Viscosian, Female 12
9 – – 12
12
Viscosian, Male –
12 14 – 12
–
All races that may be priests may be shamans or
specialty priests. Female viscosians may also be druids.
Thieving Abilities by Race:
Gnoll, Hattakkan: +5% CW, -5% RL;
Minotaur: -5% PP, +5% OL, +10% DN, -15% CW, +10% Br
Viscosian (All): +5% PP, -10% OL, +5% FRT, +10% MS, +10% HS, +10% DN,
-10% RL
Racial Attributes:
Height
Weight
Race
Base Modifier Base
Modifier
Gnoll, Hattakkan 82 / 78 1d12
180 / 160 4d10
Minotaur
84 / 80 2d6 400 /
300 4d20
Viscosian 62 /
58 2d6 150 / 100
3d10
Aging:
Start Maximum
Race
Age Age Range Middle Age Old
Age Venerable
Gnoll, Hattakkan 10 40+1d20
20 years 30 years 40 years
Minotaur
15 150+3d10 75 years
100 years 150 years
Viscosian
13 80+4d8 40 years
53 years 80 years
The selection of character classes is unaltered from the standard Trinalia campaign. The primary alteration to classes is the availability of abilities to the fighter class for fighters from the a barbarian cultures.
Barbarian Fighters
One of the racial options that applies to the category
of "major races of nearby races" that described as Human, Islander. Such
a character would be one of the primitive tribes that populate some islands
of the South Seas. If a character belongs to one of these or other barbarian
tribes (as decided by the DM,) the character may be eligible for barbarian
abilities.
Shamans are a specialty priest class that
applies to the wise men and women of such tribes. The abilities of such
a character are discussed in the Priest & Powers of Trinalia, and may
be further modified with kits from.
The other major category of barbarians are fighters.
All barbarian fighters should be considered to have an overriding fear
of magic that did not originate within the bounds of the barbarians' tribal
traditions (cast by tribal shamans or wizards, and even that magic is suspect...).
Such magic is called outworld magic.
This drawback is called Superstition: Fear
of Outworld magic. It is a drawback worth 10 points and is required of
all barbarian fighters. The game effects of this is the same as a moderate
Phobia of Magic, and a 2 point taboo against using outworld magic items
of all types.
The player may accept more severe penalties
by increasing the phobia to outworld magic to severe (granting 6 more points),
or by increasing taboos against using outworld magic items to prohibitions
against using any magic item (granting 3 additional points per category
per the Skills & Powers fighter drawback Limited magical item use.)
A barbarian fighter player may buy the advantages:
Back Protection (5); Climbing (5), Home Terrain (5/10); Leaping/Springing
(5). These are all described in the Complete Barbarian's Handbook. In the
case of the Home Terrain ability, the character gains the bonus proficiencies
Animal Lore, Hiding, Survival, and Tracking in the barbarian's home terrain,
For 10 points, the barbarian also gains stealth (as the elf abiltiy) in
their home terrain.
Barbarian fighters usually also take movement bonus,
limited armor, and specialization.
Recommended Kits
A listing of the kits that are recommended
for the South Seas campaign follows. An abbreviation for the product that
describes the kit follows the kit name. The abbreviation SSC means that
the kit is either new or modified for the South Seas campaign or adapted
from the Savage Coast setting for the South Seas campaign. Other abbreviations
are as follows:
Complete Fighter's Handbook: CFH
Complete Thief's Handbook: CTH
Complete Priest's Handbook: CPH
Complete Wizard's Handbook: CWH
Complete Bard's Handbook: CBH
Complete Book of Humanoids: CBoH
Complete Ranger's Handbook: CRH
Complete Paladin's Handbook: CPaH
Complete Druid's Handbook: CDH
Complete Barbarian's Handbook: CBH
Player's Option: Skills & Powers: S&P
An asterisk following one of these abbreviation means that there are modifications described in this document.
List of recommended kits:
Multi-class kits:
Amazon (S&P)*
Bounty Hunter (SSC)
Explorer (S&P)
Noble (S&P)*
Pirate (S&P)
Rider (S&P)
Soldier (S&P)
Spy (SSC)
Swashbuckler (S&P)*
Thug (S&P)
Weapon Master (S&P)
Warrior Kits:
Duelist (SSC)
Gladiator (CFH)
Honorbound (SSC)
Wizard Kits:
Militant (CWH)
Wokani (SSC)
Priest Kits:
Peasant Priest (CPH)
Thief Kit:
Bandit (CTH)
Scout (CTH)
Bard Kits:
Blade (CBH)
Dandy (Dragon)
Gallant (CBH)
Herald (CBH)
Riddlemaster (CBH)
Thespian (CBH)
Ranger Kits:
Sea Ranger (CRH)
Seeker (CRH)
Falconer (CRH)
Giant-killer (CRH)
* = Statistics in listed product with modifications listed here.
Modified Kits
The following kits are modified from kits in other supplements
as described:
Amazon
Amazons in the South Seas Campaign describe
the fierce warrior women of the matriarchal nation of Matera, in the midst
of the jungles of southern Trinalia. Unlike the amazon kits described elsewhere,
no one native to the sword isles, male or female, ever underestimates them.
Their ferocity and tenacity are legendary.
Amazons use the kit as described in the S&P.
However, natives of the sword isles never underestimate the amazon's combat
abilities, as they are legendary there.
Amazons of Matera have two unique advantages,
however. The first is that when the amazon reaches adulthood, they are
inducted into the society of their sisters by a process known as purification.
The amazon imbibes a cocktail of poisons and venoms, an ordeal which the
young lady frequently does not survive.
The survivors (including any now-living amazon
PCs) gain the boon of increased resistance to poison. Against animal toxins
(including any monster toxins that are obviously analogs of animals) the
amazon gains a saving throw bonus of +1 per 3 ½ points of constitution
(as a dwarf). Against vegetable toxins or other monster toxins, this bonus
is halved (round up). This bonus does not apply to gasses (such as green
dragon breath) or mineral toxins.
The final advantage of the amazon is that
they are used to fighting in the steamy Materan jungles in armor. Any Materan
amazon that has armor proficiency in armor of their culture (up to hoplite
partial armor) does not suffer penalties for fighting in heavy armor in
humid tropical environments.
Swashbuckler
The swashbuckler is as described in the Skills
& Powers book, with a few exceptions. First, any warrior, rogue, or
wizard may be a swashbuckler. Ranger and necromancer swashbucklers are
somewhat rare. The DM may allow certain priesthoods (such as that of Ramzu)
that can have swashbuckling priests.
A second benefit of swashbucklers is their
weapons of choice. A swashbucklers preferred weapons are dueling weapons:
rapier, sabre, main gauche, stiletto, and parrying dagger. If the character
takes one (or more) of these as his or her weapon of choice (per the S&P),
the character may choose to use a fighter's THAC0 instead of taking the
+1 to hit. Of course, this ability is of no benefit to fighters.
This bonus THAC0 only applies during a duel, otherwise
the character uses the THAC0 of his or her class with only a +1 to hit.
The DM may grant exceptions to this, but in general, a non-fighter swashbuckler's
fencing training only applies when fighting other humanoid creatures. (Moral:
you can't duel a snake.)
New and Revised Kits for the South Seas Campaign
Multi class kits:
Bounty Hunter
The bounty hunter is a petty mercenary, a
tracker that frequently cares for little more than the price on their quarry's
head. Often, bounty hunters pursue criminals who have fled across borders
where the constabulary pursuing them cannot reach. Others pursue quarry
who are fleeing less honorable foes.
Social Ranks: Bounty hunters rarely
come from the upper classes, typically being rough and ready loners from
rural areas. Roll 2d6 to determine the bounty-hunter's rank.
Spy
How do I put this? The spy kit in the S&P sucks.
Use this one instead if you want to make a spy PC.
The constant intrigues that occur between
the various houses of the sword isles make the business of espionage a
lucrative one. In addition, the international travelers that frequent the
isles also make excellent candidates for participants – willing or not
– in affairs of espionage.
A Spy might work directly for a noble or merchant
house, government official, for the military, or for a guild or other organization.
The Spy is an expert infiltrator and can generally
be trusted by an employer; a Spy who betrays a contract can quickly gain
a bad reputation.
Social ranks: The spy is usually not
drawn from the peasantry. Also, the nobility has to much notoriety to make
realistic spies. Consequently, most spies come from the middle classes:
2d6 Roll
Social Rank
2
Lower Class
3-5
Lower Middle Class
6-11
Upper Middle Class
12
Upper Class
Requirements: In order to act as convincing
spies, a Spy PC must have an Intelligence / Reason of 13 or more and a
Charisma / Appearance of 11 or more. Any thief, bard, fighter, ranger,
or wizard can take the Spy kit. The DM may decide that priests of certain
faiths are appropriate as spies (especially priests of Alyshia or Nictro.)
Thieves are by far the most common Spies, and those thieves with
magical skills are quite good as Spies. This kit is barred to half-ogres
and any size L race.
Weapon proficiencies: Spies are restricted
to the weapon proficiencies normally allowed because of character class.
Because of the need for a cover identity, they can carry weapons not allowed
but use them with a non-proficiency penalty.
At the DM's option, a Spy who carries a weapon for
a very long time (at least three experience levels) can be allowed to spend
a proficiency slot for that one weapon with no additional cost in character
points..
Recommended Nonweapon Proficiencies:
Appraising, disguise, dancing, etiquette, forgery, gaming, heraldry, herbalism,
investigation, local history, modern languages, musical instrument, observation,
reading / writing, reading lips, somatic concealment, trailing, and verbal
concealment.
Equipment: The spy's cover identity
usually dictates what equipment the spy can normally use. A Spy wizard
can wear leather armor for disguise purposes. However, unless the character
takes the armored wizard advantage, the wizard character is still unable
to cast spells in armor.
Recommended Traits: Alertness, empathy,
glibness, impersonation, light sleeper, lucky, precise memory.
Benefits: The spy must have keen observation
to be successful. As the spy gains levels, they gain a bonus of +1 per
3 levels disguise, observation, investigation, and reading lips. Further,
the spy suffers only half of the normal penalties (round up) on disguise
rolls to imitate specific persons of members of a different sex or race.
Hindrances: The Spy has no special
hindrances other than the profession itself, which often warrants the death
penalty from the victims of the spying and which requires the character
to perform tasks for an employer.
Wealth: The Spy receives standard starting
funds.
Warrior kits:
Duelist
The duelist is a swordslinger, a master in
use of weapons – usually one weapon. The duelist's life revolves around
fighting and dueling. The duelist often doesn't know where his next meal
is coming from, save that he can likely win it -- or intimidate it – off
of some unsuspecting sap.
The duelist often exists just to be the best
duelist there is. Occasionally, they are motivated by deeper (if not loftier)
goals such as revenge.
Social ranks: The duelist most frequently
hails from the middle classes.
2d6
Roll Social Rank
2-5
Lower middle class
6-10
Upper middle class
11-12
Upper class
Requirements: Duelists are mainly fighters,
though rangers or paladins may also be duelists in rare situations (i.e.,
with DM approval.) The duelist must have a strength / stamina and dexterity
/ aim score of 13 or better.
Weapon proficiencies: The duelist must specialize
in a weapon as soon as the ability to do so becomes available. Paladin
or ranger duelists without the ability to specialize must obtain weapon
of choice and expertise in a weapon by 3rd level.
The primary weapon of the duelist must be a melee
weapon of at least size M, or a non-hurled missile weapon.
Recommended nonweapon proficiencies: Blindfighting,
bowyer / fletcher, dueling lore, trailing, quick draw, quickness, weapon
display, weaponsmithing.
Equipment: Duelists begin the game with their
primary weapon for no charage.
Recommended traits: Alertness, ambidexterity,
keen eyesight, keen hearing, lucky.
Benefits: The duelist has exceptional skills
in a dueling situation. The duelist gains a +1 bonus to attack rolls in
each of the following situations:
Honorbound
Many of the companies of mercenaries and house
soldiers that operate in Tai and the surrounding islands have developed
strong coded of honor, and members of such companies have become known
as "the Honorbound." The Honorbound is a warrior who follows a strict code
of honor, known as the Warrior's Honor.
An Honorbound without a Company is considered
a "Company of One." Such characters often end up becoming duelists (c.f.)
instead of maintaining the traditions of a company.
Some groups of Honorbound owe allegiance to
a particular noble or merchant house, while others work as elite mercenaries.
Each Honorbound wears a special emblem, chooses
a particular weapon, and has a declared enemy of some sort. Honorbound
warriors are easily recognized and highly respected by the culture the
sword isles.
Social ranks: An Honorbound can be
born into any social class, renouncing such things when joining one of
the Companies or otherwise starting a career as an Honorbound. Roll 2d6
to determine the Honorbound's starting social class:
2d6 Roll
Social rank
2-3
Lower Class
4-6
Lower Middle Class
7-10
Upper Middle Class
11-12
Upper Class
Requirements: To become an Honorbound, a
character must have minimum ability scores of at least 13 in Strength and
Wisdom and at least 12 in Constitution and Intelligence. Honorbound can
be of either gender and can have any alignment except chaotic. Fighters,
rangers, and paladins can take the Honorbound kit. A Company of Honorbound
often consists of only one type of warrior (all rangers, all paladins,
or all fighters). However, some allow dual-class or multi-class characters,
though only with combinations of warrior and wizard or priest, never any
that include rogue classes.
Members of the standard races of the AD&D
game may be Honorbound; additionally, the gnolls of Hattakka near
the Sword Isles also have companies of Honorbound, much like the Companies
found in the Sword Isles.
Weapon Proficiencies: Honorbound must
specialize in the use of one melee weapon at 1st level; this costs the
normal number of slots. No Honorbound can ever specialize in more than
one weapon. Honorbound who belong to a Company must use the weapon of that
Company.
Recommended nonweapon proficiencies:
ancient history, animal handling, animal training, blind-fighting,
dancing, direction sense, endurance, etiquette, fire-building. heraldry
(with a +2 bonus in the Heraldry of the Honorbound), and reading/writing.
Equipment: A beginning Honorbound must
purchase his weapon of specialization. Characters can wear any armor available
to their race but seldom wear anything heavier than chain mail, preferring
to retain mobility. They have no other equipment restrictions other than
those mandated by an individual's culture. Most acquire any equipment they
need to survive as wanderers but do not carry enough to slow themselves
down.
Every Honorbound (whether a member of a Company
or not) wears a white sash around the waist; this symbolizes the purity
of honor for which the character strives. In addition, the Honorbound must
wear a red circle emblem, symbolizing the blood shed by warriors. Whatever
method is used to display the emblem, the red circle must always be shown
and worn, never simply carried.
Each Company also has an emblem, which is
usually worn in the center of the red circle. An individual not allied
with a Company might have a personal emblem. The emblems of the Honorbound
are considered private property, and their unauthorized use by others is
a great offense.
Recommended traits: Ambidexterity,
compulsive honesty, keen eyesight, keen hearing, light sleeper.
Benefits: The Honorbound warrior has
a few special benefits from the ancient traditions of the Warrior's Honor.
First, the Warrior's Honor demands that Honorbound treat each other a certain
way. In addition, the Warrior's
Honor (and the special symbols of the Honorbound) insures that the
character is recognized by others as an honorable
warrior. Unless recognized immediately as an enemy, Honorbound receive
a +3 bonus to reaction rolls. Even those recognized as an enemy receive
a +1 bonus to reaction rolls, because of the respect that others feel for
the Honorbound.
Honorbound characters also benefit from the
Company to which they belong. The Company provides a support network and
instant allies if an Honorbound gets into trouble. An Honorbound who is
a Company of One enjoys independence instead. An Honorbound of a national
Company, like those in Eusdria and Ator, gains the network of allies but
does not have to follow Company orders (though they must still defend their
country in times of trouble).
In addition, Honorbound gain a +4 bonus on
attack rolls against declared type of enemy. This bonus may be applied
to a single declared enemy as the ranger species enemy bonus, or may be
split between two or more declared enemies, but the total of these bonus
must equal 4 (for example, an Honorbound with two declared enemies get
a +2 bonus against each.) Honorbound who belong to a Company have this
enemy (or enemies) type chosen for them; the Company of One or a member
of a national Company is free to choose. These enemies can be species (like
the ranger's chosen foe), the people of a certain enemy nation, the members
of an enemy Company, or a particular type of creature (like undead or giants).
The declared enemy can never be changed by the Honorbound unless an entire
Company decides to change. A Company of One can never change his declared
enemy.
If the Honorbound is a ranger, this chosen
enemy replaces the ranger's species enemy; the bonuses are not cumulative,
and the ranger still incurs the reaction penalty for the species enemy
and prefers to fight the chosen foe before all others.
Other Honorbound can make a conscious choice
about whether or not to fight the chosen foe, and can determine what their
own reactions are.
Hindrances: Honorbound are compelled
by decades of tradition to follow particular rules of behavior. Because
of this, they are correctly considered trustworthy, and they work hard
to maintain their integrity. The Honorbound honestly enjoy combat as a
way to find self-enlightenment, prove oneself, and test honor and devotion.
Within the parameters of the Warrior's Honor, they can have any personality
from dour to humorous, sedate to bloodthirsty. See the section below on
the Warrior's Honor.
Just as the Companies and the Warrior's Honor
can help the Honorbound, so can they hinder the character. An Honorbound
who belongs to a Company must follow the regulations of that Company and
the orders of the Company's leaders. An Honorbound who belongs to a house
Company must defend that house and obey edicts of its leaders (defending
the house takes precedence). The Honorbound must also follow the Precepts
and Protocols of the Warrior's Honor or be declared a Betrayer, subject
to capture and execution by other Honorbound.
In addition, almost everyone in the Sword Isles
or the surrounding South Seas region recognizes an Honorbound as a warrior,
which can cause a few problems. Honorbound of other Companies and warriors
of other kits might want to test their combat prowess against a recognized
professional warrior. If asked, the Honorbound is also bound to mediate
duels between other characters.
Some unsavory individuals try to catch Honorbound
on points of honor. For instance, a person might be able to extract a promise
of protection, or an invitation from an Honorbound host, thereby gaining
protection from enemies bent on murder. The Honorbound must keep the promise
and uphold the Protocol of Host and Guest, even when he agrees with the
guest's enemies.
Wealth: The Honorbound receives standard
starting funds.
The Warrior's Honor
(while this mainly applies to the Honorbound kit, some other kits and
classes abide by aspects of the code as well, especially priests and followers
of Ramzu.)
Honorbound warriors are often sought by armies
because they are reliable as leaders and soldiers. An Honorbound can stay
with an army as long as that organization does not require the Honorbound
to break any portion of the Warrior's Honor. Honorbound are sometimes granted
land to govern, and they make effective managers. The characters are also
sometimes sought by adventuring groups because they make fine allies. Honorbound
join such groups to see more of the world, embark on a specific quest,
or spread teachings of the Warrior's Honor.
In any group, an Honorbound is tolerant of others.
The character does not expect others to adhere to the Warrior's Honor and
is seldom surprised (though occasionally disappointed) when they do not.
An Honorbound realizes that
others must come to the Warrior's Honor themselves and does not force
it on anyone. As long as companions do not try to make the Honorbound forget
the Warrior's Honor, the character can stay with the group.
The Warrior's Honor is split into two sets
of governing regulations: Precepts and Protocols. Precepts are simple rules,
generally phrased as things to do (or avoid) or as beliefs. Protocols are
procedures to be followed in certain situations. Note that all Honorbound,
of any alignment, follow the Precepts and Protocols of the Warrior's Honor.
The basic Precepts are as follows:
Wizard Kits:
Wokan
Wokani are usually wizards from one of the
primitive cultures that are dispersed throughout the South Seas. These
characters are very concerned with nature; they will not live in cities,
and they disdain "unnatural" equipment. In many ways, a Wokan is like a
druid, serving as a protector of nature. Wokani even have their own "school"
of magic.
The Wokan character is a protector of nature,
a person at peace with animals and plants. These individuals never willingly
harm nature and are angered by those who do. They constantly strive to
teach others how to live in harmony with nature, which might cause friction
in some adventuring parties. A Wokan usually adventures to view natural
wonders, though some leave their homes to fight against those who would
harm natural habitats, hunt animals to extinction, or otherwise offend
the forces of nature.
Wokani hate all forms of undead and will attack
them before any other opponents. They will fight normal animals only in
self defense and even encourage hunting for food (but not for sport).
Social ranks: Tribes have no real social
class, so neither do their Wokani though they are respected as tribal leaders.
Hermit Wokani can have any social standing when born but give it up to
become Wokani. In civilized society, Wokani essentially are lower class.
Roll below to find the Wokani's social standing:
2d6 Roll
Social Rank
2-11
Lower class
12
Lower middle class
Requirements: Wokani can only be mages
(not specialists) and generally must be a human or a humanoid (not demihuman)
race capable of being mages. Wokani cannot be evil and usually have an
alignment with one or more neutral components. A Wokan must have minimum
scores of 12 in both Wisdom and Constitution.
Weapon Proficiencies: Wokani may be
either members of tribes or hermits. Wokani are limited to the weapons
of their cultures. Hermit Wokani are limited to standard mage weapons,
as listed in the PHB. Wokani can use weapons made from stone, bone, or
wood, but no other materials.
Recommended Nonweapon Proficiencies:
Agriculture, animal lore, animal handling, animal training, direction sense,
fire-building, fishing, leatherworking, healing, herbalism, hunting, pottery,
religion, set snares, survival, tracking, and weather sense.
Hermit Wokani can take reading/writing, but
other Wokani are forbidden that proficiency at 1st level.
Equipment: Wokan can use only leather,
padded, or hide armor, and wooden shields. Wokani do not use complex tools
or anything made of worked metal.
Recommended Traits: Animal empathy,
keen eyesight, keen hearing, keen sense of touch, keen sense of taste,
obscure knowledge..
Benefits: Wokani are automatically
considered to have the armoered mage advantage and can wear the armor of
their tribe (see equipment and the Savage kit in the S&P).
Wokani have the benefit of being able to craft
enchanted items at a relatively low level. A Wokan of 5th level or higher
gains a special enchant an item ability, much like the 6th-level wizard
spell, but with a few adjustments.
Wokani believe that all natural objects have
inherent magical power. Consequently, all enchanted items made by them
must be created using natural materials. They enchant the item by drawing
the innate magic from it. Thus, an item should have some relation to the
power to be used. For example, a limb from a tree that has been struck
by lightning is the perfect component for a wand of lightning, while a
band of fur might be used to make a ring of mammal control (for that type
of mammal only). The item to be enchanted should be worked as little as
possible; the more natural its condition, the better.
The character enchants the item as explained
in the enchant an item spell description, but must work in a natural
environment, never a laboratory. No other spells need be cast into
the item; permanency need not be used. Items receive only 1d10+4 charges
but can be recharged with another ceremony. The DM can similarly restrict
the function of other items as seems appropriate.
Hindrances: As mentioned, a Wokan wizard
is restricted in spell selections and can choose only those spells in the
"school" of nature. This includes all spells of the elemental schools of
air, earth, fire, and water. Note that many of these spells must be used
with caution, so as to not permanently harm the environment. Other spells
available (related to animals, plants, weather, light, darkness, and so
forth) include the 1st-level spells change self, find familiar, light,
mending, and spider climb; the 2nd-level spells alter self, continual light,
darkness 15' radius, glitterdust, and summon swarm; the 3rd-level spells
lightning bolt and protection from normal missiles; the 4th-level spells
hallucinatory terrain, massmorph, plant growth, polymorph other, and polymorph
self; the 5th-level spells animal growth and hold monster; the 6th-level
spells chain lightning and conjure animals; the 7th-level spells charm
plants, reverse gravity, and shadow walk; the 8th-level spells mass charm
and polymorph any object; and the 9th-level spell shape change.
Wokani are unusual outside of their homeland,
receiving +2 penalty to reaction rolls in foreign regions.
The Wokan does not use material spell components
and does not learn spells in the normal manner. Though this might sound
like a benefit, it can cause some problems.
First, the character must have a fetish. This
is a small natural item, such as an amulet composed of bits of bone, fur,
wood, and feathers, or a small leather bag containing the same. A pine
cone wrapped with fur could be appropriate, as could a bird's claw with
feathers attached by leather strips. The item must be somewhat unusual,
and the Wokan must have it to cast spells. It is the only material component
the Wokan ever needs for spell casting, and it is needed for every spell.
If the fetish is lost or destroyed, a new one must be created, a process
that takes a few hours each day for a week. During that week, the character
can cast no spells.
Second, the character must learn and memorize
spells differently from other wizards. Spells must be learned from another
Wokan and are never written down. Instead, the character learns a special
dance and chant from the Wokan mentor. To memorize the spell, the Wokan
must perform the dance and voice the chant. Thus, while other wizards would
spend their mornings reading from spellbooks, the Wokan must go off to
dance and chant. Memorization times, rest required, and all learning restrictions
based on Intelligence apply normally.
Wealth: The Wokani has normal starting
funds, but any left over after selecting equipment is in pelts or other
primitive barter items that are nearly worthless in the outside world;
in a civilized setting, each GP of the Wokani's wealth is worth about 1
CP.
There are a number of new weapon proficiency options available to characters in the south seas campaign. Each is either summarized or enumerated below.
Dueling Styles
Dueling styles, weapon style specializations
common in the south seas, are listed in the section on Combat in the South
Seas Campaign (c.f.) Each style has unique benefits, costs 1 weapon proficiency
slot, and
may not be used in conjunction with and other style specialization,
except as noted in the descriptions.
Secret Passes
Secret passes are taught in elite fighting
schools in the South Seas. Secret passes allow the user to inflict special
critical effects in a dueling situation. Each pass requires one weapon
proficiency slot. See the section on Combat in the South Seas for more
details.
Natural Weapons
This proficiency allows a character to take full
advantage of one type of natural attack form. For example, a Viscosian
with this proficiency could bite an opponent without suffering a non-proficiency
penalty. Other Viscosians incur a non-proficiency penalty when biting.
this penalty is at the reduced "familiarity" rate listed in the C&T
(which is ½, round up, of the normal non-proficiency penalty) since
all creatures with natural weapons are considered instinctively familiar
with their natural attacks.
If the character wishes to use two attack
forms, such as claws and bite, he must spend two weapon proficiency slots.
However, if the race's natural attack form is with two claws, the
character need spend only one slot to gain full use of both claws in
the same round. For example, a Viscosian can take one weapon slot for a
bite attack and a second slot for a claw attack; the second slot allows
the Viscosian to
attack with both claws in the same round at no penalty.
A bite attack requires characters to close
their jaws on a portion of an opponent's anatomy. In some situations, however,
the attacker might also suffer damage due to special properties of the
victim. Claw attacks are made by slashing an enemy with claws on the hands.
Rear claw attacks can be made only if the attacker has grappled with an
opponent or has otherwise grasped the defender with both hands (such as
by making two successful claw attacks and holding on). In order to make
a rear claw attack, a character draws his feet up and uses his rear claws
to slash the enemy. Of course, a rear claw attack cannot be made if any
type of footwear covers the claws.
Nonweapon Proficiency Groups:
Proficiency | Cost | Initial Rating | Ability |
Dueling Lore
Glassblowing Haggling Metalworking Observation Poetry |
2
2 4 2 3 3 |
8
6 8 6 7 6 |
Intelligence / Knowledge, Charisma / Leadership
Dexterity / Aim Wisdom / Willpower, Charisma / Leadership Dexterity / Aim, Intelligence / Knowledge Intelligence / Reason, Wisdom / Intuition Intelligence / Reason, Charisma / Leadership |
Proficiency | Cost | Initial Rating | Ability |
Cartography
Ceremony Investigation Storytelling |
3
2 3 3 |
6
7 6 7 |
Dexterity / Aim, Intelligence / Reason
Wisdom / Intuition Intelligence / Reason, Charisma / Leadership Wisdom / Intuition, Charisma / Leadership |
Proficiency | Cost | Initial Rating | Ability |
Acting
Animal Noise Fast talking Fortunetelling Investigation Intimidation Looting Poison Lore Storytelling Trailing Weapon Display |
3
3 3 4 3 3 2 4 3 3 3 |
7
6 6 8 6 6 7 5 7 7 6 |
Wisdom / Intuition, Charisma / Leadership
Wisdom / Intuition Charisma / Leadership Charisma / Leadership, Intelligence / Reason Intelligence / Reason, Charisma / Leadership Charisma / Leadership, Strength / Muscle Dexterity / Aim, Wisdom / Intuition Intelligence / Knowledge Wisdom / Intuition, Charisma / Leadership Wisdom / Intuition, Dexterity / Balance Dexterity / Aim, Charisma / Leadership |
Proficiency | Cost | Initial Rating | Ability |
Acting
Animal Noise Dueling Lore Intimidation Weapon Display |
3
3 2 3 3 |
7
6 8 6 6 |
Wisdom / Intuition, Charisma / Leadership
Wisdom / Intuition Intelligence / Knowledge, Charisma / Leadership Charisma / Leadership, Strength / Muscle Dexterity / Aim, Charisma / Leadership |
Proficiency | Cost | Initial Rating | Ability |
Cartography
Poison Lore Somatic Concealment Verbal Concealment |
3
4 2 2 |
6
5 6 7 |
Deterity / Aim, Intelligence / Reason
Intelligence / Knowledge Dexterity / Aim Charisma / Leadership |
Acting (Rogue, Warrior)
Characters with this proficiency have the ability
to portray a role and speak clearly and deliberately, conveying the message
in both words and manner. This allows them to make a living on the stage
and can even help a character fake emotions or assume a false identity.
Generally speaking, only a difficult or unrehearsed
role, performed on short notice, requires a proficiency check. A successful
proficiency check can dupe unsuspecting individuals, making the user appear
genuine, though further actions can create suspicions and force new checks.
If someone disguises the character with magic or
the disguise proficiency, the character's acting checks receive a +1 bonus
to the rolls. If the character actually has the disguise proficiency as
well as the acting proficiency, proficiency checks for both acting and
disguise are made with a +1 bonus.
Animal Noise (Rogue, Warrior)
Sometimes known as mimicry, this proficiency enables
a character to imitate noises made by various animals or make other simple
sounds. Such sounds are often used to signal others without alerting enemy
forces. A successful proficiency check means that only magic can distinguish
the mimicry from the noise of a real animal. A failed check means the sound
varies slightly from what it is intended to mimic. Even if the check
fails, not everyone who hears the sound knows it is a fake. Those familiar
with the sound being imitated recognize the fake automatically, but other
listeners might have to make a successful Wisdom / Intuition check to detect
it.
Ceremony (Priest)
This proficiency indicates that the character has
a basic understanding of the rituals pleasing to a particular Power, church,
or cult and can use them to his advantage. This also means the individual
might know enough
to fully despoil an enemy's temple, if so desired.
Priests automatically have the ceremony ability
for their own church, should they have a specific Power or faith. Characters
can take additional ceremony proficiencies for other Powers without offending
their own, provided they use the knowledge to advance the cause of their
chosen Power.
Cartography (Priest, Wizard)
A character with the cartography proficiency is
skilled in making and using maps. Such skills may be extremely helpful
to sailors and other adventurers venturing into unknown territory.
The character with cartography is only required
to make proficiency checks in unusual situations, such as when mapping
unusual areas, when copying another map, or when attempting to read a map
made by someone whose mapmaking techniques are unfamiliar.
In order to make maps, the character must
have appropriate equipment such as quills, parchment and ink.
Dueling Lore (General)
The dueling lore proficiency provides
its possessor with knowledge of all the rules of dueling for the different
nations and states of the South Seas. This applies to duels with pistols,
swords, other weapons, and even martial arts. The character can mediate
duels and never makes a rules misstep when participating in one.
Characters with this proficiency are very
calm and collected during a duel. Those who make a successful proficiency
check can stare down an opponent for a full round, shaking that opponent's
resolve. The opponent then suffers a -2 penalty to his next attack roll,
and opponents with the quick draw proficiency suffer a +2 penalty to their
next proficiency check for that skill. Opponents who possess the dueling
proficiency can attempt a Wisdom check to avoid the effects when it is
applied against them.
Note that this is NOT the same as the dueling
proficiency.
Fast-Talking (Rogue)
Fast-talking is the art of distraction and conning.
If the fast talker makes a successful proficiency check, he perpetrates
the attempted scam with no trouble. If the proficiency is used against
a player character and the check
is successful, whatever the fast-talker says sounds reasonable to the
PC.
The DM may rule that a certain fast talking
attempt or target may be difficult to easily persuade, and may require
that instead of a straight roll that the PC must roll an opposed check
against the target's intelligence / reason or wisdom / intuition.
Targets with Intelligence of 3 or less are so dim
that attempts to fast-talk them fail automatically because they cannot
follow what is being said. (Still, creatures that stupid are easy to fool
in other ways.) Targets with an Intelligence of 20, or more or a Wisdom
of 19 or more, are impervious to fast-talking.
Fortunetelling (Rogue)
This proficiency includes knowledge of a variety
of methods of divination, mostly fake. The character with fortunetelling
is usually familiar with numerous devices and methods, such as cards, palm
reading, interpreting
bird flight, and so forth. At the very least, the character is familiar
enough with these practices to appear to be an authentic soothsayer.
In this campaign, some predictions by such
characters are accurate, though the proficiency confers no magical powers.
If the proficiency check is a 1 or 2, the character using the skill has
a flash of insight and is able to make
an accurate prediction based on the method used. If the check succeeds
with any other number, the character simply invents a prediction that the
client believes. If the check fails, any prediction made is not believed
by the client.
Glassblowing (General)
This proficiency indicates that the character
is trained in the craft of glass-blowing and can make a comfortable living
at it, given the proper materials. The skill allows the user to make unique,
hand-crafted items, as well as more traditional bottles or windows. Large
sheets of glass are all but unknown on the South Seas; windows are made
of smaller, hand-crafted pieces. The character also knows the basics of
cutting and etching glass, performing these tasks with a +4 penalty to
the proficiency check.
This proficiency cannot be taken by characters
of primitive tribes until those characters reach an area where they can
learn glassblowing.
Haggling (General)
In the booming trade ports of the South Seas,
prices are often a little more fluid than on the Trinalian mainland.
As a result, haggling can be a very important proficiency.
If using this proficiency, the DM should divide
all prices into asking, normal, and bargain prices. Asking price is what
the merchant asks for the item initially; this can be up to 200% of the
normal price for the item (to determine randomly, add 1d10x10% to the listed
price for the item). The normal price is the standard price listed in the
PHB or other book. The bargain price may be discounted by 50% or more (to
determine randomly, roll 30%+d6x10% of the normal price).
If a person attempts to haggle, use the character
haggling proficiency of ½ of wisdom / willpower, whichever is better.
Assume that the typical merchant has 1d4+10 in the haggling proficiency.
Make an opposed check.
If the buyer makes the check but the merchant does not, the buyer
has persuaded the merchant to sell for the bargain price.
If both characters make the check, the merchant
will let the item go for the normal price.
If both fail the check, the merchant will
let the item go for the normal price. If the buyer has the haggling proficiency
(vice just using ½ of the wisdom / willpower score), the buyer may
choose to continue haggling in an attempt to get a better position, but
must accept the results of the second roll.
If the buyer fails and the merchant succeeds,
the merchant will not sell for lower than the asking price. If the character
rolls DOUBLE what was needed to succeed, there is a good chance that the
merchant is somehow offended and may refuse to sell to the character at
all.
Investigation (Priest, Rogue)
This proficiency is an updated version of
the Information gathering (CTHB) and investigation (S&M) proficiency.
This proficiency allows a character to gather information, frequently from
the underworld and commonly in regard to roguish jobs and characters. A
character with this proficiency, in appropriate circumstances, will be
aware of
any major rumors circulating around the area; this character can gather
twice as many rumors as other characters in the same situation.
With a successful proficiency check, specific
information about a person or place can be gathered. The DM can modify
the proficiency check according to the specificity of information desired.
Reaction adjustments based on Charisma can also affect the check, provided
the situation requires the character to talk with people during the search.
Membership in a guild or other organization gives the skill user a +2 bonus
to the proficiency check, because the character can gain information from
connections in his organization.
Since this proficiency depends on a network
of informants and contacts, characters using it are at a disadvantage when
trying to gather information outside their regular base of operations (a
neighborhood of a city, a town, or a whole province in some cases). Outside
this territory, a proficiency check is required for such a character to
hear rumors, and gathering information incurs a penalty of -3 to
the proficiency checks. The DM can increase the
penalty for truly foreign areas.
Whenever a proficiency check is required for
investigation, the gatherer might need to make a small investment
for drinks, bribes, or other incentives. This money is spent whether or
not the proficiency check is successful. A total of 1d10 gp is typical;
if this amount is not spent, an additional -3 penalty may be applied
(DM discretion.)
Characters can continue searching for rumors
if they fail at first, making a new proficiency check each day. The DM
may choose to modify the character's chances of success as a result.
Intimidation (Warrior, Rogue)
By using this proficiency, a character can bully
or otherwise influence others through force or threats. The skill is ineffective
against PCs or against NPCs of 5th level or higher unless they have a low
(9-) willpower score or are particularly cowardly. The DM can apply modifiers
for particular situations (such as when a low-level ruler is surrounded
by guards and supporters).
If the proficiency check is successful, the
target NPC is convinced that the character is ready and able to make life
miserable for him. The NPC will act according to the PC's wishes for a
short time but might harbor resentment, planning revenge. A failed proficiency
check indicates that the intimidation attempt results in a curt rebuff
or even a call to combat.
Looting (Rogue)
This proficiency represents a knack for grabbing
the best loot in the shortest time. For instance, if a character had only
about two minutes to ransack a room before guards arrive, a successful
proficiency check would allow the
character to recognize and take the most valuable combination of items
available, given space and time limitations.
Metalworking (General)
Characters with this proficiency can work
artistically in silver, copper, gold, tin, brass, and other soft metals.
They produce beautiful and useful metal items, such as oil lamps, vases,
trays, and so on. They can also construct lovely jewelry.
A successful proficiency check results in
an item of high quality. Failure may indicate that the character has fashioned
something ugly. More often, failure means the item still looks pleasing
but is somehow flawed or fragile, failing when put to the test.
Characters with an artistic ability proficiency
that relates to metalworking gain a 1 bonus to rolls for metalworking
proficiency checks. While metalworking allows characters to mold iron or
steel with some deftness, it does not grant them the ability to make effective
weapons, armor, or tools.
Metalworkers can attempt to repair nonmagical
armor made of metal, but a failed proficiency check results in destruction
of the armor (people seeking armor repair should visit an armorer). A metalworker
can add engraving and inlays to armor.
Observation (General)
The character has cultivated excellent powers
of observation. Normally, a character without this proficiency would
be required to pass a intuition check to notice an unusual feature; unless
such features are immediately obvious, the intuition check would be vs.
½ of the character's wisdom / intuition; more obvious unusual features
or events may allow a check agsinst the full wisdom / intuition value.
A character with the observation proficiency
should be allowed to automatically notice things or events with obvious
signatures, ones that a normal character would have to make an intuition
check to notice. Where signatures are less obvious or immediate,
a character with observation would be allowed a normal proficiency check
where an untrainded character would be required to make a check at ½
thier wisdom / intuition score.
The DM may require negative modifiers especially
where such events or unusual conditions would always escape the notice
of untrained characters. Such modifiers should be applied to the
proficiency or ability score in the same manner; thus a hard to notice
item with a -5 modifier would normally require a ½ intuition check,
minus 5, to notice. A character with an intuition of 10 would only
notice the event on a natural 1(intuition of 10, divided by 2 is 5, minus
5 for the penalty is 0. Most rolls always succeed on an unmodified
1). A character with a observation proficiency of 10 would notice
the same event on a 5 or less.
Poetry (General)
Proficiency in poetry includes the skills
of reciting poetry and judging its quality. It also indicates that the
character has a repertoire of poems memorized for recital at any time.
Normal recitals require no proficiency checks. For composition of original
poems, a successful proficiency check indicates above average quality.
Poison Lore (Rogue, Wizard)
A character with this skill is familiar with
poisons, both natural and artificial. The character can identify
poisons by observing its smell, color, and texture, as well as symptoms
in a victim. A character with this proficiency gains +1 with healing
checks where poisons are involved.
If the DM allows, a character with this proficiency
may know a number of formulae and methods of making poisons and toxins.
The character may make toxins under the same rules outlined under the herbalism
proficiency, but is not limited to plant toxins.
This skill is basically the same as the "sage
knowledge - toxicology" proficiency in the Spells & Magic book, but
has been expanded to include the rogue group.
Somatic Concealment (Wizard)
With the increasing suspicion that the wildwinds,
the rebellion in Moonglow, and the Quintarium have brought upon mages,
more and more mages have found it helpful to mask their activities.
A character with this skill can subtly
mask gestures and material components by use of robes and cloaks, intervening
objects, and simple nonchalance. This allows the caster to cast spells
without being noticed.
A character using this ability must declare
such before casting the spell. The casting time of the spell is effectively
doubled. When the DM makes a check to see if the casting of a spell is
noticed (see the Spells & Magic), the player is allowed to make an
opposing check to avoid being noticed.
This spell is only useful in hiding the casting
of spells with somatic and / or material components. If the spell does
not have a verbal component, there is a +4 to this proficiency check. If
the spell has a verbal component and the caster makes a verbal concealment
(c.f.) proficiency check, there is a +2 to the roll for this proficiency.
Storytelling (Priest, Rogue)
This proficiency grants the ability to captivate
an audience with stories, making moral points and bringing humor through
the tale. It does not allow an individual to draw a group from other actions
just to listen, nor to prevent them from reacting if the tale is interrupted.
It simply enables a character to tell stories well and perhaps even make
a living at it. Some societies, especially the primitive cultures of the
South Seas, hold storytelling in high regard.
If a character with this proficiency has knowledge
in other areas (especially local history, ancient history, or lore of any
kind) and uses this in the tale, the character should gain a bonus of +1
to +4 to the proficiency check. If the character speaks from personal experience,
an additional +2 bonus should be applied as well.
Trailing (Rogue)
Trailing is similar to tracking, but it is
used in urban centers, rather than in the wilderness. This includes the
talent of tailing someone who may be attempting to blend into a crowd,
duck around corners, or get lost in the confusion of a busy street.
A proficiency check is first made to see if
the trailing character is able to trail without being noticed. The person
trailing suffers a -5 penalty to the proficiency check if the person
being followed has the alertness proficiency. If
the trailing character is noticed, the person being followed might
try to evade. To keep from losing the trail, the trailing character must
make another proficiency check. The DM can apply a modifier between +3
and -3, depending on the two characters' relative familiarity with
the area.
Other modifiers based on the situation can
also be applied, such as a penalty for avoiding notice if the street is
relatively clear or a bonus if in a crowd. The check for following the
target can be penalized for a crowd setting or
given a bonus for a clear area.
For any trailing proficiency check, a
3 penalty to the roll applies if the person being followed also has the
trailing proficiency (presumably knowing a few tricks for evading pursuit).
Verbal Concealment (Wizard)
Similar to the proficiency Somatic concealment,
this proficiency allows the caster to hide the verbal component of a spell.
It implies an aptitude and experience by the caster in speaking the verbal
component of a spell in hushed but clearly enunciated tones.
This proficiency may be used as an opposed
check to avoid detection of spells with ONLY verbal components. For spells
with verbal and somatic and/or material components, success in this check
allows a +2 on the somatic concealment check instead.
Weapon Display (Warrior, Rogue)
Characters with this ability can put on an
impressive display of weapon prowess without fighting at all – swords whooshing
in a blur, daggers flashing, and so on. The character must use a weapon
which he or she is already proficient in. Characters with weapon of choice,
specialization, or mastery may add their attack bonus from those abilities
to the score for this proficiency.
In order for this proficiency to be used,
those who the character is hoping to awe must be paying attention and able
to see the character, and must have a low or better intelligence. A group
of the baron's guards might qualify, but an onrushing angry mob would not.
If the character performs a weapons display
prior to entering combat, this will delay the character's action by 3 segments.
However, if the character is not struck in that time, an opposed proficiency
check is made against the opponents willpower (or morale). If the character
wins this test, the opponents are intimidated and suffer a -1 attack and
initiative penalty for one round plus one round per level which the character
exceeds the opponent's level (if any).
If the character puts on a display for a full
round (again, not suffering and damage), a check like the above is rolled.
If the check is failed, any onlookers will not want to fight the character
in melee combat. If they are threatened (vice just watching the show)
and they are of equal or lower level to the character, they must make a
save vs. paralyzation or flee. Characters who save or who are too high
level to be required to save suffer the same initiative and attack penalties
listed above.
Note on modifiers for subabilities:
In the past, we have allowed characters to
apply both subability modifiers to their proficiency scores for those proficiencies
that had 2 listed. This is not correct; do not do it anymore! If
a proficiency has 2 different subabilities listed, use only the modifier
from the one that gives you the best modifier.