With respect to skills, I have decided to devote SKILL GROUPS in place
of proficiencies. Any character can learn any one of these, and each is tied to a stat. You select an area, you
get all the skills. See players handbook for details of each individual skill. Think of these as handsome skill
sets, much like the secondary skill option in the players book. At 10th level, and 20th level, you may choose a new
SKILL GROUP. Ignore nonweapon skills for all purposes in 2nd Edition rules. The skill groups are:
BOURGAISSE ARTISAN: Based on DEXTERITY, this skill group encompasses
making bows, using ropes, small crafts, leatherworking, woodworking, skinning/tannery and hide preparation, carpentry, engineering,
and appraising.
SCHOLAR: Based on INTELLIGENCE, this skill group encompasses knowledge
in alchemy, spellcraft, appraising, sciences, ancient languages, history, theology and religion, magical glyphs and runes,
and research.
SOPHISTO: This skill group is based on CHARISMA and ecompasses
ettiquette, charm, diplomacy, leadership, heraldry, performing arts, forging documents, gaming, gathering information, disguise
and subterfuge.
ARTISAN LABORER: This skillset is based on STRENGTH and encompasses
all ability to smith weapons, armor, and other items of metal. Also encompasses stone masonry and heavy construction.
SURVIVALIST: This skillset is based on WISDOM. While all
characters will have certain survival characteristics, this gives the ability to live off the land, heal and stitch wounds,
find herbs, make poultices, skin animals and tan hides, hunting, tracking, cooking, and firebuilding. Also, all forms
of navigation and direction sense, and handling animals.
ROBUSTO: This is a skillset based on CONSTITUTION. It allows
for feats of endurance, including holding one's breath for 5 minutes, heavy drinking, stay concious in a fight (all the way
to -10), go twice days without food of constitution score, run long distances in heavy armor, and stonemasonry and heavy construction.
This is the skillset the renowned Malin had.
Customizable
Traits
Gain 2 of these
at 1st level, and one every 4th level thereafter (i.e. 4, 8, 12, etc.)
Trait list (any
character can pick from them; not necessarily comprehensive)
Nimble
+1 dodge to AC
Marksman
+1 Range damage
Ability Focus
+10%
in any thief skill
Surefooted
+2 to all saving throws where dodging comes into play
Quick Strike
+4 to initiative rolls
Favored Soul
+1 to all saves (must have a diety)
Courage
Immune to fear (regular or magical) and all its effects (+5 to horror
saves)
Construct Heart Does not suffer fatigue
Spontaneous Casting Clerics drop a spell for a heal spell of equal or lower level
Superior Scrolls Reduce failure of casting
a higher level scroll by 10%
Tough
Extra +5 hit points (can be taken multiple times)
Weapon expert Additional 3 weapon skills (can be taken multiple times)
Monkey Grip Can
use a two handed weapon in one hand (can’t dual wield L. weapons)
Martial artist
Fist attacks do 1d6 lethal damage, rather than 1d3 nonlethal
Bludgeoning Ex. +1 damage with bludgeoning
weapons
Slashing Ex.
+1 damage with slashing weapons
Piercing Ex.
+1 damage with piercing weapons
Use divine wands Allows use of wands of divine origin,
if not allowed already (Wis16)
Use magic wands Allows use of magic wands if not allowed
already (Int.16 and Scholar skill set)
Artificer
Ability to create magic items (must be spell caster, or have Int. 16 and Scholar skill set)
Extra Spell
For each spell level, may memorize or pray for extra spell (Can be taken multiple times, up to 3)
Armored Casting Reduce casting penalty in armor by
5% for Wizards
Spell expert
Choose a spell. Cast it 2x per day without memorizing it.
Empower
Spell Ability to add another 50% to power of spell.
Spell takes up 2 slots of the base spell level when empowered. Works for
healing spells too.
Non-class
weapon Allows you to use a weapon not in your
character class. Still must spend a proficiency slot to gain the skill.
Stat
training
+1 (or 25%) to any statistic. Can be taken up to 3 times in a characters
life.
Knife
figher
Treat daggers as shortswords, and shortswords as longswords.
Gunnery
+1/+1 with all smokepowder weapons, and proficient in all smokepowder weapons
Shot on the Move Allows you to move more than 1 step and get
full ROF with a bow and arrow.
Rapid
Shot
Allows 3 shots with a bow and arrow (-2,-2,-2). All movement restrictions
apply.
Undead slayer
Gain +2 damage
against undead targets
Demon slayer Gain
+2 damage against demons and fiend targets
Dragon Slayer Gain +2 damage
against dragons (must have killed at least one dragon to take this)
Horseback
Archer Can make ranged archery or gunnery
attacks from horseback with no penalty, rather than standard -4 penalty.
Horseback
Fighter Can make attacks from a horse without
the standard -4 penalty, and gain bonus of +1 for being on higher ground. (all
warriors start out with this for free)
Tactician:
Know your opponents max hit points and AC after two rounds of fighting it.
Lycanthrope Hunter +2 damage against all lycanthropes
Style Specializations
Each
has two tiers. Warriors can learn multiple style specializations. Every other group can only learn one. Wizards may not learn
the two weapon style specialization.
1 handed style
specialization:
1 slot:
AC reduced by 1.
2 slots: Criticals with weapon red
Weapon and shield
1 slot:
Increase shield AC by 1
2 slots: Increase shield
AC by 2
Two Handed Style
1 slot: Double
strength bonus
2 slot: Swing
damages additional adjacent targets by half (must still hit, roll 1 at. Roll)
Two Weapon Style
Specialization
1 slot: Reduce base penalty to -2/-2 (-0/-2 if light weapon is employed in off hand)
2 slots: Reduce base penalty to -0/-2 (-0/-0 if light weapon is employed in off hand)
NEW BLEEDING
RULE
When you go down to negative hit points, you lose 1 hit point per turn (10 rounds),
but have a 10% chance to stabilize on your own. Takes 10 rounds to stabilize
someone. Anyone can do it, but you can’t do it in combat. If you stabilize and no one is around, you will die in 5 hours plus a number of hours equal to your hit
point bonus from high constitution (if any).