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.
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.
ReplyDeleteThat'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.
ReplyDelete