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Proficiencies: Practical

Practical proficiency slots may be used for either Civil or Wilderness proficiencies.
Civil Proficiencies
Civil proficiency slots are used for trades, crafts, and civil service skills.
All crafting skills gain +1 to their roll for each additional attempt to craft the same item to a MAXIMUM of 19 (95%). There is always a 5% chance of failure.
Proficiency Number of Slots Proficiency Slot Type Prerequisite Success Roll Modifier Effect Max Levels
Armorer 2, +1/level Civil Str 10 Int +3 Mechanist, +2 Dwarf, -2 all others, +1/level see Dungeoneer's Survival Guide 2
Smithing 1, +1/level Civil Str 10 Str +3 Mechanist, +3 Dwarf, +1/level see Blacksmith Dungeoneer's Survival Guide, also includes whitesmith skills and may craft cannonballs and shot for simple firearms 4
Bowyer/Fletcher 1, +1/level Practical Dex 10 Dex +3 Mechanist, +1 Freelander, +1 Elf, -1 all others, +1/level see Dungeoneer's Survival Guide 5
Carpenter 1, +1/level Civil Dex 10 Str +3 Mechanist, +1/level see Dungeoneer's Survival Guide 5
Gem Cutter 2, +1/level Civil Dex 10 Dex +2 Dwarf, +3 Gnome, -2 all others, +1/level see Dungeoneer's Survival Guide 2
Gunsmith 2, +1/level Civil Mechanist, Blacksmith Int +2 Dwarf, +1 Gnome, -3 all others +1/level may craft cannons, hand cannons, and fire lances (powder must be crafted by an Alchemist) 3
Matchlock 1, +1/level Civil Mechanist, Gunsmith Int +2 Dwarf, +1 Gnome, -3 all others +1/level may craft matchlock firearms (match and powder must be crafted by an Alchemist) 3
Friction Ignition 1, +1/level Civil Mechanist, Matchlock Int +2 Dwarf, +1 Gnome, -3 all others +1/level may craft wheellock, snaplock, snaphance, and flintlock firearms (powder must be crafted by an Alchemist) 3
Advanced Firearms 1, +1/level Civil Mechanist, Friction Ignition Int -3 may craft percussion cap and cartridge firearms and casings/bullets (powder/propellant must be crafted by an Alchemist) 3
Tanner/Leatherworker 1, +1/level Practical Dex 8 Int +2 Freelander, +1/level see Dungeoneer's Survival Guide, may also craft hide armor 3
Miner 2, +1/level Practical Con 8 Wis +3 Dwarf, +2 Gnome,-3 all others, +1/level see Dungeoneer's Survival Guide 2
Potter 1, +1/level Civil Dex 10 Dex +1 Gnome, -2 all others, +1/level see Dungeoneer's Survival Guide 2
Smelter 1, +1/level Civil Int 10 Int +3 Dwarf, +2 Alchemist, -1 all others, +1/level see Dungeoneer's Survival Guide 2
Stonemason 1, +1/level Practical Str 10 Str +3 Dwarf, +2 Gnome, -2 all others, +1/level see Dungeoneer's Survival Guide, may also craft stone tools and weapons 3
Weaponsmith 3, +1/level Civil Dex 8 Int +1 Elf, +2 Dwarf, +3 Mechanist, -3 all others, +1/level see Dungeoneer's Survival Guide 3
Weaver 1, +1/level Civil Dex 10 Int +1 Halfling, +2 Elf, -1 all others, +1/level see Dungeoneer's Survival Guide 2
Textual Replication 1, +1/level Civil or Scholarly Calligraphy Dex +1 Agilist, +2 Philosopher faithfully reproduce a text, understood or not, required for writing scrolls 3
Counterfeit 1, +1/level Civil or Scholarly Textual Replication level 3, Agilist Dex +2 Stalker allows forgery of documents and counterfeiting of money (see Detect Forgery skill below), requires additional skills depending on currency to be faked: Pottery, Smelting, Gem Cutting, Leather Working, Paper Making 2
Detect Forgery n/a n/a n/a Wis % = Wis - (Counterfeit roll - 20), Mounted Constables: x2 +level, Detectives: x2 +level*2, other Agilists, Philosophers: +level Detect counterfeit money; Scops may also detect counterfeit art and artifacts x2 +level*2 n/a
Drawing / Drafting 1 Civil or Cultural Int 10 n/a n/a see Oriental Adventures 1
Civil Engineer 2 Civil Drawing / Drafting n/a n/a see Oriental Adventures 1
Agriculture 1 Practical Commoner n/a n/a see Oriental Adventures 1
Advanced Cooking 1, +1/level Civil Wis 8 16 +1 Elf, +2 Human, +3 Halfling, -2 all others, +1/level see Cooking, Oriental Adventures, allows knowledge of 1 culture's culinary traditions 2
Brewer/Cheesemaker 2, +1/level Civil Int 8 Int +3 Gnome, +1/level may safely ferment foods and beverages 2
Silk Maker 1, +1/level Civil Dex 10 17 +2 Spirit Folk, +1/level see Oriental Adventures 2
Jeweler 2, +1/level Civil Dex 10 16 +1 Elf, +1 Dwarf, +2 Gnome, +1/level see Oriental Adventures 2
Paper-maker 1, +1/level Civil Int 10 17 +1 Human, +1/level see Oriental Adventures 2
Seamstress/Tailor 1, +1/level Civil Dex 10 Dex +2 Elf, +1/level see Oriental Adventures 2
Limner/Painter 1 Civil Con 8 n/a n/a see Oriental Adventures 1

Wilderness Proficiencies
Wilderness proficiency slots are used for survival skills, animal handling, hunting, and working with plants.
Proficiency Slots Proficiency Slot Type Prerequisite Success Roll Modifier Effect
Alertness 1 Wilderness none Wis +1, +3 Freelander see Wilderness Survival Guide
Animal Handling 1 Practical Wis 10 Wis +1, +3 Freelander or Animist see Wilderness Survival Guide
Animal Lore 1 Wilderness Int 8 Int +3 Freelander see Wilderness Survival Guide
Animal Noise 1 Wilderness +3 Freelander see Dungeoneer's Survival Guide
Animal Training 1 Practical Cha +3 Freelander or Animist see Dungeoneer's Survival Guide
Cartography 2 (1 for Sages) Practical or Intellectual Calligraphy, Direction Sense Int +2 Sage make outdoor maps and more accurate dungeon maps
Direction Sense 1 Wilderness none Wis -1 Human see Wilderness Survival Guide
Fire-building 1 Wilderness Dex 6 Wis +3 Freelander or Animist, +1 all others see Wilderness Survival Guide
Fishing 1 Wilderness none Wis +3 Freelander, +1 all others see Wilderness Survival Guide
Foraging 1 Wilderness none Int +3 Freelander or Animist, +2 all others see Wilderness Survival Guide
Healing 2 Practical or Scholarly Wis 10 Wis +2 Divine or Philosopher, -2 all others see Wilderness Survival Guide
Hunting 1 Wilderness none Wis +3 Freelander, -1 all others see Wilderness Survival Guide
Husbandry 1 Practical none Wis +2 Freelander Scout see Oriental Adventures
Mountaineering 1 Wilderness none n/a n/a see Wilderness Survival Guide
Plant Lore 1 Wilderness Int 8 Int +3 Freelander, Animist, Philosopher see Wilderness Survival Guide
Riding, Basic 1 Practical or Athletic none Wis -3 may ride land-based trained animals without falling off and basically guide/steer them; proficiency check required each round of mounted combat (hit penalty also applies)
Riding, Airborne 2 Wilderness Basic Riding Wis +4 Knight, +2 all others see Wilderness Survival Guide
Horsemanship 1 Practical or Athletic Basic Riding, Animal Handling Cha +3 Knight, -3 all others allows instant stopping and turning, close quarters defensive maneuvering, holding on despite bucking, and horse-calming; proficiency check required each round of mounted combat (hit penalty also applies)
Snare Building 1 Wilderness none 14 +3 Freelander see Oriental Adventures
Sound Analysis 1 Wilderness none Wis +3 Freelander, -1 all others see Dungeoneer's Survival Guide
Survival, Cold 1 Wilderness none n/a n/a see Wilderness Survival Guide
Survival, Desert 2 Wilderness none n/a n/a see Wilderness Survival Guide
Survival, Heat 1 Wilderness none n/a n/a see Wilderness Survival Guide
Weather Sense 1 Wilderness none Wis +3 Freelander or Animist, +1 all others see Wilderness Survival Guide

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