Proficiencies
All characters begin their adventuring careers proficient in a few basic skills. These proficiencies vary from class to class, though all characters can acquire new skills as they advance. Proficiencies define which weapons you know how to use, which languages you can speak, which type of magic items you can create, and a whole host of other basic skills. There is no hard limit to the number of proficiencies that you can acquire, though the GM may place his own in-game limits on these.
COMBAT PROFICIENCY
ARMOR PROFICIENCY (LIGHT)
- Benefit:
You are proficient in wearing, fighting, and casting in Light Armor.
ARMOR PROFICIENCY (MEDIUM)
- Prerequisites
: Armor Proficiency (Light)
- Benefit:
You are proficient in wearing, fighting, and casting in Medium Armor.
ARMOR PROFICIENCY (HEAVY)
- Prerequisites:
Armor Proficiency (light), Armor Proficiency (medium).
- Benefit:
You are proficient in wearing, fighting, and casting in Heavy Armor.
BOMB PROFICIENCY
- Prerequisites
: Alchemist Class or Craft (Alchemy) 6
You are adept at swiftly mixing various volatile chemicals to create powerful bombs that you can hurl at enemies. You can use a number of bombs each day equal to 1 + Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert--their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst--you can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most bomb creators create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day--once created, a catalyst vial remains usable for years.
Mixing and throwing a bomb requires a standard action. Thrown bombs have a range of 20 feet. Bombs are considered weapons and can be modified with techniques that normally affect ranged weapons. On a direct hit (against touch AC), bombs inflict 1d6 points of fire damage. Those within 5 feet of the bomb suffer 1 point of splash damage.
Bombs count as Thrown Splash Weapons and function under the same rules used for all splash weapons (see Special Combat Considerations).
EXOTIC WEAPON PROFICIENCY
- Prerequisites
: Combat proficiency bonus +1
- Benefit:
Choose a weapon group. You understand how to use all exotic weapons in that group.
- Special:
You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new weapon group. Some exotic weapons are commonplace in certain environments. In such cases, the GM may give players or NPC this feat free to conform to their backgrounds.
IMPROVISED WEAPON PROFICIENCY
- Benefit:
You do not suffer any penalties for using improvised weapons, either ranged or melee and may add your combat proficfiency bonus to such attacks.
- Level 2 (Combat Proficiency +8):
Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8. The improvised weapon has a critical threat range of 19-20, with a critical multiplier of ×2.
MOUNTED COMBAT PROFICIENCY
- Benefit:
When fighting while mounted you may use your combat proficiency bonus as part of your attack roll. While riding, you also automatically succeed on any Animal checks with your mount with a DC less than 10.
MULTIWEAPON FIGHTING PROFICIENCY
- Prerequisites:
Dex 13, three or more hands.
- Benefit:
You may apply your combat proficiency bonus to each weapon used in your off hands. These weapons must be light or very light weapons. When using the full attack action, you gain an extra attack for each extra hand you have available. As usual, one attack is made at your full bonus while all others are made at a -5 penalty.
Level 2 (Dex 18): When you make a full-attack action, you may choose not to take an attack with one limb and defend with it instead, granting you a +2 shield bonus.
SHIELD PROFICIENCY
- Benefit:
You can use any light or medium shield. When you are using a shield with which you are not proficient, you take all the same penalties you take for using armor that you're not proficient with.
HEAVY SHIELD PROFICIENCY
- Prerequisites
: Shield Proficiency.
- Benefit:
You can use heavy shields (like tower shield).
SIMPLE WEAPON PROFICIENCY
- Benefit:
You make attack rolls with simple weapons normally. When using a weapon with which you are not proficient, you do not add your combat proficiency bonus to attacks.
MARTIAL WEAPON PROFICIENCY
- Prerequisites
: Simple Weapon Proficiency
- Benefit:
You gain proficiency in all martial weapons, allowing you to make attack rolls using your combat proficiency bonus.
TWO-WEAPON FIGHTING PROFICIENCY
- Prerequisites
: Dex 15
- Benefit:
When fighting with two weapons, you can apply your combat proficiency bonus to your off-hand weapon. When making a full attack, you gain an extra attack with your off hand. As usual, when making a full attack, one attack is made at your full bonus and all others are made at a -5 penalty. Weapons in your off-hand must be light or very light. You cannot inflict precision damage (like sneak attack) with your off-hand weapon.
UNARMED COMBAT PROFICIENCY
When attacking with unarmed strikes or disarms you may use your combat proficiency bonus.
MAGIC ITEM CREATION
BREW POTION
- Prerequisites
: Caster level 1st.
- Benefit:
You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures.
POTIONCRAFT
- Prerequisite:
Brew Potion
You are proficient in tweaking and modifying potions. Attempting to modify a potion requires a Magic Items check against the appropriate DC. On failure, the existing potion is ruined. On a catastrophic failure, an unexpected and negative effect takes places (potion explodes, turns to acid, becomes cursed, etc.). Only one modification can be applied per potion. All attempts to modify a potion require one hour of labor, an alchemy lab or kit, and material components worth 1/4 the potion's base price. These materials are expended in the process, even when it's a failure. Healing potions cannot be modified.
Extend Potion (DC 15 + spell level): The potion functions at twice the duration.
Enhance Potion (DC 20 + spell level): All variable, numeric effects of an empowered spell are increased by one-half.
Dilute Potion (DC 20 + spell level): You can dilute one potion creating two instead while maintaining the efficacy of both.
CRAFT GOLEM
- Prerequisites:
Caster level 5th
You can create a golem and magically animate it. The GM may narrow the scope of this proficiency to one specific type of golem, and add other prerequisites to this proficiency depending on the golem type. A newly created construct has average hit points for its Hit Dice.
Golem Type | New Price | Construction Cost | Construction Days |
Adamantine | 600,000 gp | 350,000 gp | 600 |
Alchemical | 33,000 gp | 18,000 gp | 33 |
Carrion | 10,500 gp | 5,500 gp | 11 |
Clay | 41,500 gp | 21,500 gp | 42 |
Flesh | 20,500 gp | 10,500 gp | 21 |
Ice | 18,500 gp | 9,500 gp | 19 |
Iron | 150,000 gp | 80,000 gp | 150 |
Mitrhal | 250,000 gp | 150,000 gp | 250 |
Stone | 105,000 gp | 55,000 gp | 105 |
Wood | 19,000 gp | 9,500 gp | 19 |
CRAFT HOMUNCULUS
- Prerequisite:
Caster level 3
You can create a homunculus by creating a small humanoid shape out of clay, ash, and arcane components and infusing it with your blood. The arcane ritual needed to do so takes two days to complete and requires materials that cost 1,000 gp. After complete, the homunculus is fully animated with you as its master.
CRAFT MAGICAL TRAPS
- Prerequisite:
Caster level 1
You can create magical traps (see Traps). Magical traps mimic the function of a damage-doing spell but hold the effect for a standard trigger. Creating magical traps costs the same as scroll creation. Crafting can be created in advance and armed whenever you want. When creating a magical trap, you may use either your magic items or your traps skill.
CRAFT ROD
- Prerequisites
: Caster level 9.
- Benefit:
You can create any rod whose prerequisites you meet.
CRAFT STAFF
- Prerequisites
: Caster level 5.
- Benefit:
You can create any staff whose prerequisites you meet.
CRAFT WAND
- Prerequisites
: Caster level 5.
- Benefit:
You can create a wand of any 4th-level or lower spell that you know.
CRAFT WONDROUS ITEM
- Prerequisites
: Caster level 3.
- Benefit:
You can create any wondrous item whose prerequisites you meet.
ENCHANT ARMS AND ARMOR
- Prerequisites
: Caster level 5th.
- Benefit:
You can enchant masterwork weapons, armor, shields, or ammunition to make them magical.
FORGE RING
- Prerequisites
: Caster level 9.
- Benefit:
You can create any ring whose prerequisites you meet.
INSCRIBE MAGICAL TATTOO
- Prerequisites:
caster level 5th.
- Benefit:
You tattoo a creature with magical body art. Choose one wearable wondrous item. The tattoo functions as this item, take the same creation time, and costs the same amount to craft, only it is semi-permanently inscribed on a creature's body. The target creature does not have to be willing, but they must be immobilized for the duration of the tattooing. Tattoos can be remved with the erase spell. This requires a spell attack (against your DC) to be successful and you still get a Wisdom save to attempt to negate the effect. Physical deformation of the tattoo with acid, fire, or flensing can also destroy the tattoo if they target it directly and deal 6 points of damage per spell level.
SCRIBE SCROLL
- Prerequisites
: Caster level 1st.
- Benefit:
You can create a scroll of any spell that you know.
SKILLS
LOCKSMITH
- Benefit:
You gain the ability to train the Locks skill.
PERFORMER
- Benefit:
You gain the ability to train the Performance skill.
TRACKER
- Benefit:
You gain the ability to train the Track skill.
TRAPPER
- Benefit:
You gain the ability to train the Traps skill.
OTHER PROFICIENCIES
IMPROVED FAMILIAR
- Prerequisites
: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
- Benefit
: This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar. When choosing a familiar, the creatures listed here are also available to you.
LANGUAGE PROFICIENCY
- Prerequisites:
Intelligence 12
You understand how to communicate in a particular language other than one of the primary languages you start with. You no longer need to make linguistics checks for communication in this language. You may take this proficiency multiple times, adding a new language each time. You may learn a number of secondary languages equal to your intelligence bonus.