Proficiencies: Sage Proficiencies
Sage proficiencies are a subset of Intellectual Proficiencies and are often required for the advancement of Talker or Sage family character classes. Introductory Topics confer general knowledge that may become useful during gameplay, but does not substantially boost a character's abilities. Introductory Topics are prerequisite for the study of Advanced Topics, which in turn are required for the study of Expert Topics. Expert-level Sage proficiencies confer significant bonuses upon learning. Many Advanced Topics are also proficiencies in the Practical category.
Introductory and Advanced Topics
Philosophers of any class may study any Sage Topics (except Architecture, Nautical Science, and Military Science)
*Instead of spending 2 slots on Herbalism as a Practical prof, Sages spend 1 on Plant Biology and 1 on Herbalism or Agriculture as Intellectual profs. Other classes may learn Herbalism and Agriculture without Plant Biology, but it costs them 2 slots with or without.
**Prerequisite only for Agilists and Philosophers. Others may learn singing, one instrument, or the Dances of a region, either Court or Folk, for one prof slot, without knowledge of Music Theory; Philosophers and Agilists learn Music Theory first (1 slot) but then learn both the folk and court dances of a region for 1 prof slot.
***Prerequisite only for Agilists, Philosophers, and Knights. Freelanders may learn Geography independently through survey and communication with travellers.
****No prerequisite for Dwarves and Gnomes. Any class of Dwarf or Gnome may learn.
*****Freefolk Warriors may choose to learn Rhetoric and Calligraphy, but as soon as one of these proficiencies has been learned, they cease progress in their class and become a Fighter instead.
Expert Topics
Expert topics require knowledge of quite a few other topics, so they are rarely pursued by anyone but Sages, although (with a few exceptions) they are open to all Philosophers. For Mages and any other class that can study an expert topic, each expertise costs a proficiency slot on top of the prerequisites. For Sages, however, completion of the required topics results in automatic awarding of the expertise.
Philosophers of any class may study any Sage Topics (except Architecture, Nautical Science, and Military Science)
Introductory Topic (Prerequisite) | Advanced Topic | Proficiency Type | Also Available To |
---|---|---|---|
Animal Biology | Scholarship | Freelanders | |
(Animal Biology) | Humanoid Biology | Scholarship | Freelanders |
(Animal Biology) | Monster Biology | Scholarship | Freelanders |
Plant Biology | Scholarship | Freelanders | |
(Plant Biology)* | Herbalism | Scholarship (Sages only) or Wilderness | Freelanders |
(Plant Biology)* | Agriculture/Botany | Scholarship (Sages only) or Civil | Freelanders |
Languages (spoken) | Language, Scholarship, or Cultural | any | |
(any Language) | Rhetoric | Cultural | any except Freefolk Warrior***** |
Literacy (any Language) | Scholarship | any | |
(Literacy) | Calligraphy | Cultural | any except Freefolk Warrior***** |
Numeracy | Scholarship | any | |
Mathematics (Numeracy) | Scholarship | Agilists, Divines | |
(Mathematics) | Geometry | Scholarship | Agilists, Divines |
(Mathematics) | Numerology | Scholarship | Agilists, Divines |
Geology (Numeracy) | Scholarship or Wilderness | any | |
(Geology) | Minerology | Scholarship or Wilderness | any |
(Geology) | Astronomy | Scholarship or Wilderness | any |
Music Theory (Numeracy) | Cultural | any | |
(Music)** | Singing/Instruments | Cultural | any |
(Music)** | Dance | Cultural | any |
Theology (Literacy) | Scholarship | Knights, Talkers, Divines | |
(Theology) | Lore | Scholarship | Knights, Talkers, Divines |
(Theology) | Religious Rites | Cultural | Knights, Talkers, Divines |
History (Literacy) | Scholarship | Knights, Freelander Scouts, Agilists, Divines | |
(History or Heraldry)*** | Geography | Scholarship or Wilderness | Knights, Freelanders, Agilists |
(History) | Archaeology | Scholarship | Agilists, Divines |
Physics (Literacy, Mathematics) | Scholarship | Divines | |
(Physics)**** | Mechanics | Scholarship or Civil | Divines, Gnomes, Dwarves |
(Physics) | Metaphysics | Scholarship | Divines |
**Prerequisite only for Agilists and Philosophers. Others may learn singing, one instrument, or the Dances of a region, either Court or Folk, for one prof slot, without knowledge of Music Theory; Philosophers and Agilists learn Music Theory first (1 slot) but then learn both the folk and court dances of a region for 1 prof slot.
***Prerequisite only for Agilists, Philosophers, and Knights. Freelanders may learn Geography independently through survey and communication with travellers.
****No prerequisite for Dwarves and Gnomes. Any class of Dwarf or Gnome may learn.
*****Freefolk Warriors may choose to learn Rhetoric and Calligraphy, but as soon as one of these proficiencies has been learned, they cease progress in their class and become a Fighter instead.
Expert Topics
Expert topics require knowledge of quite a few other topics, so they are rarely pursued by anyone but Sages, although (with a few exceptions) they are open to all Philosophers. For Mages and any other class that can study an expert topic, each expertise costs a proficiency slot on top of the prerequisites. For Sages, however, completion of the required topics results in automatic awarding of the expertise.
Expertise | Benefit | Proficiency Type | Requirements | Also Available To |
---|---|---|---|---|
Alchemy | allows concoction of level 1 potions, prerequisite for Metallurgy, Distillation | Scholarship | Metaphysics and 2 of Biology (any), Botany, Geology, Minerology, Numerology, Astronomy, Herbalism | Warlock, Shamanic Bard |
Astrology | allows a bonus use of one Divination spell (up to level 3) per night under a clear sky | Scholarship | Astronomy, Numerology | Divines |
Augury | allows a bonus use of one Divination spell (up to level 3) per day | Scholarship or Wilderness | Animal Biology, Theology | Divines |
Commerce | Haggle as level 3 Merchant. Merchants: Haggle as 3 levels higher | Civil | Mathematics + 1 of Agriculture, Rhetoric, Geography, Archaeology | Agilists |
Cosmology | cast all spells as +3 levels | Scholarship | Metaphysics, Astronomy, Numerology, Theology | any spell-caster |
Cryptography | Read scrolls as 3 levels higher + Read Languages as level 3 Thief. Thieves: Read Languages as 3 levels higher | Scholarship | Calligraphy, Numerology | Agilists |
Diplomacy | +1 Charisma | Cultural | 3 of Religious Rites, Law, Rhetoric, Heraldry, History, Geography, Dance | Agilists, Knights |
Divine Law | +1 Wisdom | Scholarship | Lore, Rhetoric | Divines, Holy Warriors |
Law | +1 Intelligence | Scholarship or Civil | History, Rhetoric | Divines, Knights |
Medicine | cast Necromantic spells as +3 levels | Civil | Humanoid Biology, Herbalism | Divines |
Architecture | construct large dwellings,original designs, confers Elf-type detection in humanoid-made buildings | Civil | Mechanics, Geometry, Carpentry | only open to Clerks, Martial Advisors, and Mechanists, or Dwarves of any class |
Military Strategy | -1 Attack Rating, +1" Command radius, required for Admiral or General | Scholarship or Civil | Physics, History, Signaling, Geography | Warriors |
Military Science | required (with Carpentry) for building siege weapons and (with Shipbuilding) for building warships | Scholarship or Civil | History, Geography, Logic | only open to Sages, costs 1 proficiency slot except for Martial Advisors or Marshalls |
Nautical Science | required (with Carpentry) for Shipbuilding proficiency | Scholarship or Civil | Geometry, Astronomy, Physics | only open to Sages, costs 1 proficiency slot except for Martial Advisors or Marshalls |
Remove these ads. Join the Worldbuilders Guild
Comments