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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)    
Introductory Topic (Prerequisite)Advanced TopicProficiency TypeAlso 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
*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.    
ExpertiseBenefitProficiency TypeRequirementsAlso 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

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