Monday, 18 May 2015

New Proficiencies

The following proficiencies are available for the Minoa campaign. At this time there are no restrictions by character class, and each of the skills below costs one proficiency slot.
Beekeeping: With standard agricultural or carpentry tools, the character can construct a beehive foundation in 1d4 hours per hive (approximately one pound of wax per hive is also needed). If the season is appropriate (warm spring or summer weather), allow two weeks for bees to inhabit the hives and yield the first harvest of honey, which can be used or sold for profit. Each hive will produce 1d6 pints of honey per week. In addition, this proficiency allows the character to ignore the first 6 HP damage from swarms of bees, wasps, hornets, or any similar stinging insects. Modifier: CON.
Bull Leaping: Training in this acrobatic normally performed in arenas for entertainment allows the character to avoid frontal or flank attacks by charging beasts (it is not effective against attacks made from the rear, nor against humanoids). As the character is skilled at grasping charging bulls by the horns and propelling himself out of harm’s way, on any successful animal attack not made from behind, roll DEX or greater to completely negate any damage that would otherwise occur. Modifier: DEX.
Distance Sense: On a successful proficiency check, the character is able to accurately estimate the distance to the nearest body of water or terrain feature such as forest, mountain, etc., plus or minus 20%. On a failed proficiency check the character will know that he does not know, with the exception of a natural 20, in which case he his guess will be wildly mistaken. Modifier: WIS.
Divining: When out of doors and not near any visible body of water, the character can attempt to discern the location of underground water. When the player announces this attempt, the DM rolls the proficiency check in secret and identifies the location of divining. After digging commences, the character will know within 1d20 feet whether divining was successful, regardless of total digging depth required. Modifier: WIS+1.
Luthiery: The character can identify and purchase appropriate materials and construct or repair stringed or woodwind instruments. Proficiency checks are required for each creation, and the normal time required is two weeks for each stringed instrument or one week for each woodwind instrument, if the character spends this time doing little else. Selling and repairing these instruments will also put the character in regular contact with performers, rogues, and other interesting denizens of the locality. Modifier: DEX-2.
Mithridatism: The character is proficient in creating various poisons and their antidotes with simple kitchen tools, using what materials he can obtain, including but not limited to animal venom, heavy metals, and plants. (Only characters with the herbalism proficiency are able to secure adequate amounts of healing herbs such as dittany and tilio, or poisons such as mandragora, by searching the wild.) Proficiency checks must be rolled to make particularly deadly concoctions or to identify the presence of poison in the environment or during an autopsy. Modifier: INT-2.
Poetry: The character can compose ballads, hymns, idylls and odes with a remarkable degree of competency. This skill is, obviously, useless in combat, but can earn the character a significant amount of extra money during down time if he can get himself commissioned by a wealthy patron, besides providing opportunities to network with members of the ruling class. Modifier: CHA.
Unarmed Combat: The character is skilled in offensive and defensive moves not requiring any implements. On a failed proficiency check, punching and kicking does only the standard 1d3-3 damage, but on a successful check it does 1d4; all rolls are subject to strength bonuses the same as for weapons. Modifier: STR+3.


  1. Interesting! But it makes me wonder, tho, how could our characters really spend as much time as is required to do many of these (such as beekeeping or luthiery)? It seems as tho, as adventurers, we're bound to be constantly traveling and not really having a lot of time to rest and pursue activities outside getting in lethal danger.

  2. That's true, if your characters are actually always on the run. I expect that sooner or later you'll want a break, though. In our original campaign, the party once spent an entire year resting and learning new skills after a particularly gruelling series of adventures.