Proficiency/Skill/List

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This is a list of Skill Proficiencies.


Acts and knowledge related to agility, balance, motor coordination and acrobatic stuns, such as dives, rolls, somersaults, and flips.‎

Dexterity Contests

  • Dexterity saving throws are replaced with Dexterity (Acrobatics) checks, contested by either an ability skill check, spellcasting check or a set DC.

Acts and knowledge related to alchemical substances, concoctions and chemicals like acids, antitoxins, oils, perfumes, potions, salts, powdered metals, and purified water.

See Alchemist's supplies.

Acts and knowledge related to training, calming, handling, intuit, rearing and domesticating animals and beasts.

Animal Training

Proficiency with the Animal Handling skill makes attempts to train and rear wild animals easier, as well as increases the amount of possible tricks you can learn trained animals.


Acts and knowledge related to arcane magic, spells, items, creatures, symbols and the planes of existence.

Arcane Spellcraft

  • Proficiency with the Arcana skill allows a character to identify cast arcane spells, identify & craft arcane magic items and more easily read, transcribe and prepare arcane magic.

Identify an Arcane Spell

  • As a reaction, a character may attempt to identify a cast arcane spell.

Craft Arcane Magic Items

  • When crafting arcane magic items you may add your Arcana skill Proficiency bonus during the creation process.

Identify an Arcane Magic Item

  • When attempting to ascertain the properties of an arcane magic item you may add your Arcana skill Proficiency bonus.

Arcane Spell Research

  • When studying, researching, crafting or copying (into a spellbook or a ritualbook) a arcane spell, you may add your Arcana skill Proficiency bonus to the associated check.

Acts and knowledge related to running, throwing, climbing, jumping, and swimming.

Endurance

  • Athletics increases both the amount of Endurance Points a character has, as well as lets you add your Athletics Proficiency bonus to your Endurance checks.

Movement Speed

  • Athletics increases your Modified Speed.

Throwing Distance

  • Athletics increases the distance at which you can throw an object.

Acts and knowledge related to brute strength and fortitude, like forcing open doors, breaking locks, pushing a wagon, tip over a boulder or withstanding pain and poison (including alcohol).

Carrying Capacity

  • Brawn increases your Carrying capacity.

Strength Contests

  • Strength saving throws are Strength (Brawn) ability checks. Meaning, your proficiency in the Brawn skill is applied to the ability check.

Constitution Contests

  • Constitution saving throws are Constitution (Brawn) ability checks. Meaning, your proficiency in the Brawn skill is applied to the ability check.
Acts and knowledge related to how to influence someone through acting in good faith, making cordial requests, or exhibiting proper etiquette, or through overt threats, hostile actions, and violence.
Acts and knowledge related to how to hide the truth, either verbally or through your actions.
Acts and knowledge related to production, distribution, and consumption of goods and services.

Acts and knowledge related to how to design and build machines, mechanical devices, structures, and other items.

See Engineering Kit.

Acts and knowledge related to the lands, features, places, inhabitants, the relationships between people and their environments and phenomena of the planes.

See Cartographer's Tools and Navigator’s Tools.
Acts and knowledge related to historical events, legendary people, ancient kingdoms, past disputes, recent wars, heraldry, famous bloodlines, noble families and lost civilizations.

Acts and knowledge related to how to determine the true intentions or nature of a creature or thing, especially through intuitive understanding.

Intuitive Initiative

  • You add your Insight Proficiency bonus when you roll initiative at the beginning of every combat. Initiative determines the order of creatures' turns in combat.


AT THE MOMENT NOT USED!
Acts and knowledge related to the study and observations by close examination and systematic inquiry, to find out the details, facts and causes, in an attempt to discover the truth about it.

Acts and knowledge related to diagnosis, prognosis, treatment and prevention of illness, disease, wounds and injuries.

See Healer's Supplies and Surgeon's Kit.
Acts and knowledge related to tracking, hunting and guiding through wilderness. Predicting weather, avoiding natural hazards and the act of actually surviving under adverse or unusual circumstances, also complications with terrain, plants and animals, the weather, and natural cycles.

Acts and knowledge related to occult magic, spells, entities, items, creatures, symbols, rites, cults and the planes of existence.

Occult Spellcraft

  • Proficiency with the Occultism skill allows a character to identify cast occult spells, identify & craft occult magic items and more easily read, transcribe and prepare occult magic.

Identify an Occult Spell

  • As a reaction, a character may attempt to identify a cast occult spell.

Craft Occult Magic Items

  • When crafting occult magic items you may add your Occultism skill Proficiency bonus during the creation process.

Identify an Occult Magic Item

  • When attempting to ascertain the properties of an occult magic item you may add your Occultism skill Proficiency bonus.

Occult Spell Research

  • When studying, researching, crafting or copying (into a spellbook or a ritualbook) a occult spell, you may add your Occultism skill Proficiency bonus to the associated check.
Level Half Theme Full Theme
1st Armor Feat Armor Feat
Primal Feat Feat
Tough Feat Primal Feat
Weapon Feat Theme Feat
Prof. Primal Proficiencies Primal Proficiencies
2nd Feat Feat
3rd Theme Feat Primal Feat
4th Feat Feat
5th Primal Feat Theme Feat
6th Feat Feat
7th Theme Feat Primal Feat
8th Feat Feat
9th Primal Feat Theme Feat
10th Feat Feat
11th Theme Feat Primal Feat
12th Feat Feat
13th Primal Feat Theme Feat
14th Feat Feat
15th Theme Feat Primal Feat
16th Feat Feat
17th Primal Feat Theme Feat
18th Feat Feat
19th Theme Feat Primal Feat
20th Feat Feat

The Primal Theme describes the powerful relationship a character can have with the natural world around them. Gaining power from the spirits, beasts, lands or plants around. The variety of sources a primal character can channel from makes them versatile and most often rather odd.

While sourcing their power from all the primal sources, most choose one or a few. This can take the form of warrior of great might channeling beastial powers, or magical casters controlling vines and vegetation to their advantage. The Primal domains are many, but are generally divided into these seven: Elementus, Caelum, Fauna, Flora, Fungi, Spiritus and Terra.

Armor Feat

Choose one Armor Feat of your choice, as long as you have the prerequisites.

Primal Feat

Choose one Primal Feat of your choice, as long as you have the prerequisites.

Primal Proficiencies

Choose two proficiencies of your choice from the following list:

Skills
Acrobatics Animal Handling Athletics
Brawn Coercion Deception
Insight Medicine Nature
Druidism Sleight of Hand Stealth
Tools
Carpenter's Tools Cobbler's Tools Herbalist's Tools
Leatherworker's Tools Sewing & Weaver's Tools Tattooist's Tools
Woodcarver's Tools
Others
Languages

Theme Feat

Choose one Feat of your choice from one of your Themes, as long as you have the prerequisites.

Tough I Feat

You gain the Tough I feat from the Constitution Ability Feat list.


Tough I

Hearty and healthy, you gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.
Acts and knowledge related to the innate power of the mind, body and soul, and to psionic magic, creatures, items and psionic disciplines and orders.

Acts and knowledge related to divine magic, items, rites, prayers, religious hierarchies, holy symbols, deities, the practices of secret cults and the planes of existence.

Divine Spellcraft

  • Proficiency with the Divine skill allows a character to identify cast divine spells, identify & craft divine magic items and more easily read, transcribe and prepare divine magic.

Identify a Divine Spell

  • As a reaction, a character may attempt to identify a cast divine spell.

Craft Divine Magic Items

  • When crafting divine magic items you may add your Divine skill Proficiency bonus during the creation process.

Identify an Divine Magic Item

  • When attempting to ascertain the properties of an divine magic item you may add your Divine skill Proficiency bonus.

Divine Spell Research

  • When studying, researching, crafting or copying (into a spellbook or a ritualbook) a divine spell, you may add your Divine skill Proficiency bonus to the associated check.
Acts and knowledge related to politics, political history, culture and customs, laws, traditions.
Acts and knowledge related to legerdemain or manual trickery.
Acts and knowledge related to how to conceal yourself, slip away without being noticed or hide.

Acts and knowledge related to military strategy and tactics, military ethics, law, logistics, hierarchies and espionage.

Using Warfare is similar in the application of using Investigation on your surroundings, except Warfare is focused specifically on the martial nature of a creature or object.

Martial Initiative

  • You add your Warfare Proficiency bonus when you roll initiative at the beginning of combat. Initiative determines the order of creatures' turns in combat.

Warfare Assessment

  • While you are able to use your action to make Warfare (Wisdom) checks like any other skill, the results will vary, but things you might deduce about a creature include; their power relative to your traits.
  • You can choose to make a free Warfare Assessment at the start of your turn during combat.