Proficiencies

Characters begin play with a number of proficiencies based on their Ingelligence, and then gain another proficiency at 5th, 9th, and 13th level.

Separately, characters gain more proficiencies by deliberately training. The first trained proficiency requires 60 days of dedicated training. The second requires 240 days. The third requires 540 days. The fourth (and last) requires 960 days. Remind the GM to roll on the Vagaries of Training table.

Alchemy

The character has been trained in the art of brewing and identifying alchemical substances such as potions, poisons, and oils. It is of great utility to adventurers.

With one rank of Alchemy, the character can identify common alchemical substances by aroma and color in one round with a 50% chance. He can attempt to identify which parts of a monster are special components with a 35% chance. He can also attempt to extract toxin from poisonous plants. Each attempt requires 8 hours and a 5% chance for fresh plants. If the throw succeeds, the character extracts one dose of poison. If the throw fails, the character accidentally spoils the plants. If the throw fails on an unmodified 95+, the character has accidentally exposed himself to the toxin and must immediately make a successful Death saving throw or suffer its effects. In addition, he counts as a 1st level mage for purposes of brewing potions, or counts as one level higher for if already of higher caster level.

With two ranks of Alchemy, the character can automatically extract special components from oozes, incarnations, and incorporeal undead; identify substances with a 75% chance; identify special components with a 50% chance; and extract toxins on from fresh plants with a 25% chance or dried plants with a 5% chance. He counts as a 3rd level mage for purposes of brewing potions or counts as two levels higher if already of a higher caster level.

With three ranks of Alchemy, the character can identify substances with a 90% chance; identify special components with a 70%; and extract toxins on from fresh plants with a 45% chance or dried plants with a 25% chance. He counts as a 5th level mage for purposes of brewing potions or counts as three levels higher if already of higher caster level. He qualifies as a NPC alchemist.

Animal Husbandry

The character is skilled at caring for animals. Taking 8 hours, a character can care for three animals, plus an additional one each time Animal Husbandry is selected. A wounded animal under the character’s care automatically regains an extra 1d3 hit points per day of rest if provided with sanitary conditions and proper feed. If an animal under his care is poisoned, the character can attempt to diagnose the disease or poison. Diagnosis requires one turn (10 minutes) of medical examination and a 50% chance. If successful, the character identifies whether the disease or poison is magical or mundane, and if mundane, diagnoses it. He cannot try again until the animal develops further symptoms.

If the character selects Animal Husbandry twice, he is a veterinarian. He can now diagnose illness with a 70% chance. He can also attempt to non-magically neutralize poison, cure disease, or cure light wounds on a poisoned, sick, or wounded animal. He must have successfully diagnosed a disease or poison before attempting to cure it. Each attempt requires one turn (10 minutes) and a 15% chance. If successful, the healing effect occurs as if the spell had been cast. On failure, he cannot try again with that effect on that animal until the next day.

If the character selects Animal Husbandry three times, he is a veterinary surgeon. He can now diagnose illness with a 90% chance. He can neutralize poison, cure disease, or cure serious wounds on a poisoned, sick, or wounded animal with a 35% chance.

The ability to care for animals provides the character with a number of other useful abilities. With one rank of Animal Husbandry, the character can harvest components from animals. With two ranks, he can harvest components from vermin. With a combined two ranks of Animal Husbandry and/or Healing, he can harvest components from beastmen, and with a combined three ranks, from monstrosities.

The character can also attempt to extract venom from slain animals. Each attempt requires one hour and a 15% chance. If successful, he extracts one dose of poison. On failure, the he can try again. If the throw fails on a 95+, he exposes himself to fang or stinger, and must immediately make a Death saving throw. On a failure, he suffers the venom’s effects.

Because most creatures share many anatomical traits, a character with this proficiency can use it on humanoids, monstrosities, and vermin at a -20% penalty.

Title Rank (# of times taken) Wage/mo Patients/day Skills
Animal Husband 1 25g 3 Identify 50%; extra 1d3 hp / day
Veterinarian 2 50g 4 Identify 70%; neutralize poison, cure disease, cure light wounds 15%
Veterinary Surgeon 3 100g 5 Identify 90%; neutralize poison, cure disease, cure light wounds 35%

Animal Training

The character knows how to breed, groom, and train animals of various sorts. With one rank of Animal Training, the character can train domestic animals such as dogs, falcons, and horses. With two ranks, he can train wild animals such as bears and lions. With three ranks, he can train dire, giant or prehistoric animals such as cave bears or giant hawks. With four ranks, he can train monstrosities of animal intelligence, such as griffons or owlbears, as well as vermin such as carrion horrors or black worms.

Every animal has a training period, typically between one to three months, determined by its type. Assuming that the training process begins when the animal is young (a baby or child), it takes one training period to initially tame the animal and one additional training period to teach the animal its first trick. After the animal has learned its first trick, additional tricks can be taught in half a training period each. (If the taming and training process begins when the monster is already an adult or adolescent, the training period is increased 6x for taming and 2x for each trick.) Each animal can normally be taught a maximum of 2d4 different tasks or tricks, though particularly agreeable, stubborn, stupid, or smart animals might be able to learn more or less. The animal trainer will only learn the animal’s limit when he reaches it.

A single trainer can train and manage up to six animals at once by spending 8 hours. However, if a trainer works one-on-one with a particular animal for its entire course of training (a process sometimes called animal whispering), the animal’s maximum number of tricks is increased by two. Once an animal is tamed and trained, a trainer can control up to one mount or warmount, 6 workbeasts, 6 droving creatures, or 20 guard creatures at once. The trainer gains a +1 bonus to reaction rolls when approaching tame but uncontrolled animals of any type he can train.

Title Rank (# of times taken) Wage/mo Trainable Animals
Apprentice 1 25g Domestic animal (dog, hawk, horse, etc.)
Journeyman 2 75g Wild animal (bear, lion, etc.)
Master 3 150g Dire, giant, or prehistoric animal (cave bear, dire wolf, etc.)
Grand Master 4 250g Monstrosity or vermin (griffon, owlbear, giant black worm, etc.)

Art/Craft

The character has studied a fine art (e.g., painting, sculpture, mosaic) or a guild craft (e.g., armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith). The character is considered an apprentice in his trade. He can construct 10gp worth of goods per month of dedicated activity. He can identify masterwork items, rare materials, and famous artisans with a 50% chance. The character must choose the art or craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of art or craft proficiencies.

If the character selects the same art or craft twice, he is considered a journeyman in his trade. He can identify with a 70% chance. He can construct 20gp worth of goods per month of dedicated activity, and supervise up to 3 apprentices, increasing their productivity by 50%. He is considered an expert for purposes of evaluating merchandise in his field.

If he selects the same craft three times, he is considered a master craftsman. He can identify with a 90% chance. He can construct 40gp per month of dedicated activity, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this art or craft.

If a character selects the same art or craft four times, he is considered a grand master artist or craftsman. He can identify with a 95% chance. He can construct 80gp per month of dedicated activity, and supervise up to 2 masters, 4 journeymen, and 8 apprentices, increasing their productivity by 50% (for a total construction rate of 440gp per month). Working alone or with his subordinates, a grand master can create masterwork items appropriate to his art or craft. When items made by grand masters or above are discovered, their mark or style will be apparent to characters who make the appropriate Art, Craft, or Knowledge proficiency roll.

Title Rank (# of times taken) Construction Rate Number of Workers Allowed
Apprentice 1 10g N/A
Journeyman 2 20g 3 Apprentices
Master 3 40g 2 Journeymen, 4 Apprentices
Grand Master 4 80g 2 Masters, 4 Journeymen, 8 Apprentices

Bargaining

The character gets the best deals available for goods, services, and information. Any items the character purchases cost 10% less than the listed price and any items he sells go for 10% more than the listed price. If both the buyer and seller have the Bargaining proficiency, the opposed Bargainers should make reaction rolls. Whichever character scores the higher result gets the discount. A character can select Bargaining multiple times if desired. Each time the proficiency is selected, the character receives a +2 bonus on his reaction roll when negotiating with other bargainers.

Caving

The character has learned to keep a map in his head of where he is when exploring underground caves, cavern complexes, and subterranean rivers. He is able to accurately estimate length, width, and depth when he travels with almost no error. With a 50% chance, the character with this proficiency will be able to automatically know the route he has taken to get where he is, if he was conscious at the time. This proficiency can be selected multiple times; each time improves the chance by 20%.

Collegiate Wizardry

The character has received arcane instruction as an apprentice to a mage, pupil at a magical academy, or member of an arcane organization. If he is an arcane spellcaster, he can begin play as a member of a wizard’s guild or similar order (GM’s discretion). He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of his own order or tradition, and can recognize those of other orders or traditions with a 50% chance. Rare or esoteric traditions can be harder to recognize. A character can select this proficiency additional times; each increases the chance by 20%.

Diplomacy

The character is smooth tongued and familiar with protocol. He receives a +1 bonus on all reaction rolls when he attempts to parley. This bonus does not stack with Intimidation or Seduction.

Driving

The character is an expert at driving animals, both on foot and harnessed to wheeled vehicles. When he is driving animals, he can control up to 6 droving animals, keeping them within a manageable distance while moving in the desired direction. When he is driving a cart, chariot, wagon or other vehicle on a road or trail, the movement bonus from the road is increased to 2x (road conditions permitting).

Endurance

The character is nearly tireless. He does not need to rest every 6 turns of strenuous activity. He gains a +4 bonus to Paralysis saving throws to avoid becoming winded. He can undertake strenuous dedicated activities every day without becoming fatigued. He can work overtime or force march for one day without becoming fatigued, plus one additional day for each point of Constitution bonus. Provided the character does not become fatigued, he just needs a night of restful sleep to be able to work normally the following day. If the character also takes the Labor proficiency, he can work overtime or force march for one additional day.

Engineering

The character is skilled in planning, designing, and constructing castles, towers, roads, and so forth. He can evaluate constructions the party is passing through to assess what shape they are in, when and by whom they were built, etc., with a 50% chance. He can personally work on projects at a construction rate of 1.33gp per day of dedicated activity. He can supervise others as a dedicated activity, leading projects worth up to 25,000gp. This proficiency can be selected multiple times, increasing the size of construction project he can supervise by 25,000gp with each rank taken. A character who has taken this proficiency four times is the equivalent of the Engineer specialist.

Folkways

The character is familiar with the customs, figures of speech, manners, and traditions of a particular urban settlement. He gains a +1 bonus to reaction rolls with 0th level characters he encounters in his settlement. He can automatically identify famous landmarks and points of interest in his settlement, and never gets lost when traveling through it. This proficiency can be selected multiple times, adding an additional familiar settlement each time.

Gambling

The character has the ability to win money in games of chance and skill. He can earn 1d6!gp per week of dedicated activity as a professional gambler. The character can select Gambling additional times if desired, increasing his weekly income by 1d6!gp with each selection. If multiple characters with Gambling proficiency play each other in a game, the result can be determined by having each roll 1d6 per rank of proficiency. (Non-proficient gamblers roll 1d4.) The gambler who rolls the highest wins the round (hand, trick, etc.) and collects its pot. If two or more gamblers are tied for the highest die, the other gamblers lose and the tied gamblers re-roll against each other.

Healing

The character is skilled at caring for sick and wounded humans, demi-humans, giants, and other humanoids. As a dedicated activity, the character can care for three patients at a time, plus an additional each time Healing is selected (e.g. four patients with one rank, five with two ranks). A wounded patient under the character’s care automatically regains an extra 1d3 hit points per day of rest if provided with sanitary conditions and proper food. If a patient under his care is sick or poisoned, the character can attempt to diagnose the disease or poison. Diagnosis requires one turn (10 minutes) of medical examination and 50% chance. If the throw succeeds, the character identifies whether the disease or poison is magical or mundane, and if mundane, diagnoses it. If the throw fails, he does not identify or diagnose the disease or poison. He cannot try again until the patient develops further symptoms. The character can use healing herbs to treat poisoned, sick, and/or wounded patients.

If the character selects Healing twice, he is a physicker. He can now diagnose illness with a 70% chance. He can also attempt to non-magically neutralize poison, cure disease, or cure light wounds on a poisoned, sick, or wounded patient. He must have successfully diagnosed a disease or poison before attempting to cure it. Each attempt requires one turn and a 15% chance. If successful, the healing effect occurs as if the spell had been cast. If unsuccessful, there is no effect. Regardless, he cannot try again with that effect on that patient until the following day, though another healer can.

If the character selects Healing three times, he is a chirurgeon. He can now diagnose illness with a 90% chance. He can neutralize poison, cure disease, or cure serious wounds on a poisoned, sick, or wounded patient with a 35% chance.

The ability to treat the ill provides the character with a number of other useful abilities. With one rank of Healing, the character can harvest components from humanoids. With two ranks, he can harvest components from corporeal undead. With a combined two ranks of Animal Husbandry and/or Healing, he can harvest components from beastmen, and with a combined three ranks, from monstrosities.

Because most creatures share many anatomical traits, a character with this proficiency can use it on animals, monstrosities, and vermin at a -20% penalty.

Title Rank (# of times taken) Wage/mo Patients/day Skills
Healer 1 25g 3 Identify 50%; extra 1d3 hp/day
Physicker 2 50g 4 Identify 70%; neutralize poison, cure disease, cure light 15%
Chirurgeon 3 100g 5 Identify 90%, neutralize poison, cure disease, cure serious 35%

Intimidation

The character knows how to bully others to get what he wants. He receives a +1 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be less than 5HD or the character and his allies must outnumber or grossly outrank the targets. This bonus does not stack with Diplomacy or Seduction.

Knowledge

The character has made a specialized study of a particular field, such as architecture, astrology, geography, history, mathematics, metaphysics, natural history, natural philosophy, or political economy. The character can usually make his living by acting as an expert on the subject. With a 50% chance, the character can recall expert commentary or information relating to his area of knowledge. The character must choose his area of knowledge at the time he chooses the proficiency. He can spend more proficiency selections to have several different areas of knowledge.

If a character selects the same knowledge twice, he is an expert in the subject and can train students and write books on the topic. If he selects the same subject three times, he is a scholar who could teach experts.

Title Rank (# of times taken) Wage/mo Skills
Student 1 25g Identify 50%
Expert 2 50g Identify 70%
Scholar 3 100g Identify 90%

Labor

The character is highly proficient at a particular type of physical labor, such as bricklaying, farming, mining, or stonecutting. He has a construction rate of 4sp per day of dedicated activity on projects relating to his proficiency. The character can make his living off his labors, earning 6gp per month. Because he is hardened to labor, the character can undertake strenuous dedicated activities every day without becoming fatigued. A character can learn other labor proficiencies by using staff to be able to be improved by taking this proficiency multiple times. However, if the character also takes the Endurance proficiency, Labor enables him to force march for one additional day.

Some types of labor have additional benefits for adventure. Labor (construction) lets the character build temporary defensive works. Labor (farming) and Labor (butchery) enable a character to skin, flesh, and butcher creatures for pelts and meats. Labor (butchery) enables the character to extract special components from animals. The Judge can devise other benefits for labor if desired.

Language

This proficiency enables the character to learn to speak, read, and write an additional three languages of his choice. The character’s level of literacy with the new language is determined by his Intellect. Characters with an Intellect of 8 or less are generally illiterate. However, this proficiency can be taken by a character with a low Intellect (8 or less) in order to become literate in the language(s) the character already speaks. This proficiency can be selected multiple times, learning an additional three languages each time.

Lip Reading

The character can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character might need to make a successful Listening check in order to determine if he gleans the appropriate information.

Manual of Arms

The character is highly experienced in military discipline, physical fitness, and weapon drill. He can automatically identify the battle standards, equipment, great captains, military slang, and rank insignia of his homeland. He can identify those of other realms with a 50% chance. He can fight as a regular (rather than irregular) troop in formed and loose units. He can begin play as a member of a legion, mercenary guild, or other military organization (GM’s discretion).

If the character learns additional ranks of Manual of Arms, he can serve as a marshal capable of training up to 60 troops simultaneously as a dedicated activity.

If the character has two ranks, he can train light infantry or slingers (1 month training period). If the character has Riding, he can also train light cavalry (3 months). If he also has proficiency with bows or crossbows, he can also train crossbowmen (1 month), bowmen (2 months), or longbowmen (3 months). If the character can train both bowmen and light cavalry, he can also train horse archers (6 months).

If the character has three ranks, he can train heavy infantry (1 month). If he can train both heavy infantry and light cavalry, he can train medium and heavy cavalry (6 months).

Mapping

The character can understand and make maps, even if he cannot read or write. He can create useful maps by torchlight while moving at exploration speed or less. By spending one turn in thought, with a 50% chance, he can interpret or draft complicated layouts, map an area by memory, or notice an irregularity in a map he has created. This proficiency can be selected multiple times; each time increases the chance by 20%.

Mimicry

The character can imitate animal calls and foreign language accents. With a 50% chance, the character’s mimicry (e.g. imitating the screech of a hoot owl or a noise from some other animal) is so authentic as to fool even trained naturalists into believing they have heard the actual animal. This proficiency can be selected multiple times; each time improving the chance by 20%.

Mountaineering

The character knows how to use mountaineering gear to climb difficult mountains and cliff faces and to lead a party of up to 30 characters to tackle those faces as well. To count as having mountaineering gear, the character must have a grappling hook, and he and each character he assists must have a hand axe, a small hammer, a set of 6 iron spikes, and at least 50’ of rope.

If the character does not have the Climbing skill, the chance for he and his party to climb, rappel, or traverse using mountaineering gear equals that of a thief of his class level. If the character does have Climbing, then his party can climb, rappel, or traverse as thieves of his class level, while his own proficiency throw only fails on an unmodified roll of 100 provided he does not exceed one-half combat speed.

This proficiency does not allow the character to climb sheer surfaces during combat or without mountaineering gear.

Naturalism

The character is knowledgeable of common plant and animal life forms. By spending one turn with a 50% chance, the character can appraise the value of a monster’s parts, identify venomous monsters, poisonous plants, or healing herbs, and detect any signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.). On 35%, the character can identify special components.

The character can also attempt to forage for healing herbs or poisonous plants. Each attempt requires one day of dedicated activity and a chance set by the GM depending on the rarity of the plant; typically 5% to 25%. If the throw succeeds, the character gathers 10lbs of fresh plants, enough to extract one dose of poison or one dose of healing herbs. If the throw fails, the character’s search is fruitless. If the throw fails on an unmodified 95+, the character has accidentally exposed himself to a plant toxin (either one he was looking for or a random toxin). The character must immediately make a successful Death saving throw or suffer the toxin’s effects.

Performance

The character can act, dance, sing, recite poetry, tell stories, or play musical instruments in a skilled manner. The character chooses the type of performance that his character knows, and the character can take the proficiency several times in order to know multiple types of performance. The character is considered an apprentice in his style. He can earn 10gp per month from his performances, and can identify famous performers, masterpieces, and rare instruments with a 50% chance.

Title Rank (# of times taken) Wage/mo Number of Workers Allowed
Apprentice 1g 10g N/A
Journeyman 2 20g 3 Apprentices
Master Performer 3 40g 2 Journeymen, 4 Apprentices

Profession

The character is highly skilled at a civil profession, such as actuary, banker, chamberlain, judge, lawyer, librarian, merchant, restaurateur, scribe, or seneschal. The character is considered an apprentice in his profession. He can earn 25gp per month of dedicated activity performing his services, and can make expert commentary on subjects pertaining to his profession with a 50% chance. The character must choose the profession at the time he chooses the proficiency. He can spend more proficiency selections to have several types of profession proficiencies. If a character selects the same profession twice, he is considered a licensed practitioner of his profession. He can earn 50gp per month of dedicated activity performing his services, and supervise up to 3 apprentices, increasing their productivity by 50%. He is considered an expert for purposes of evaluating merchandise related to his field. If he selects the same profession three times, he is considered a master of his profession. He can earn 100gp per month of dedicated activity, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.

Title Rank (# of times taken) Wage/mo Number of Workers Allowed
Apprentice 1 25g N/A
Licensed Practitioner 2 50g 3 Apprentices
Master of Profession 3 100g 2 Licensed Practitioners, 4 Apprentices

Revelry

The character is a connoisseur of fairs, festivals, food, and drink. He can automatically identify popular performers, cantinas, inns, and taverns in his settlement of residence. His high alcohol tolerance grants him a +2 bonus to saving throws related to consumption of potions, dwarven brews, or ordinary beer, wine, and spirits. Ordinary 0-level NPCs who live routine lives often have this proficiency; it is less common among go-getting adventurers.

Riding

The character is an expert equestrian. He can ride without a saddle, bit, or bridle in non-combat conditions. He can ride a saddled riding animal under combat conditions without penalty. He can force-march a saddled riding animal without becoming fatigued. (His riding animal still becomes fatigued, so to continue force marching he must change mounts.) When he is saddled on a charging or running riding animal, he can guide the animal to jump up to 5’ high and 10’ across. He gains a +1 bonus to attack throws while riding a saddled, bit, or bridled animal in combat conditions without penalty.

Seduction

The character is either naturally alluring or a practiced seducer. He receives a +1 bonus on reaction rolls when interacting with others who are potentially attracted to the character. This does not stack with Diplomacy or Intimidation.

Siege Engineering

The character has been trained in the military art of siege engineering. With one rank in the proficiency, the character can construct defensive works such as ditches, pits, fields of stakes, and other simple wooden and earthen barricades with a construction rate of 4sp per day of dedicated activity. He can operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers as an artillerist. With two ranks in the proficiency, the character can construct defensive works, heavy war machines, siege engines, and siege towers with a construction rate of 13.3sp per day of dedicated activity. He can also supervise others working on siege engineering projects of up to 25,000gp construction cost.

Signaling

The character knows how to transmit messages to other signaling specialists of the same military force, culture, trade guild, or other organization. This is similar to learning an additional language. The character must specify the style and culture of signals that he has learned when he takes this proficiency. Examples of signals include naval flags, cavalry trumpets, or smoke signals.

Streetwise

The character has learned the hard lessons taught by life as a criminal. He can begin play as a member of a thieves’ guild or other criminal syndicate (GM’s discretion). He can engage in hijinks if he has the necessary proficiencies. He can automatically identify gestures, signs, slang, and territory of criminal organizations in his home settlement. He can identify those of other urban settlements with a 50% chance. Secret organizations or organizations in far-off cities can be harder to recognize. A character can select this proficiency additional times; each improving the chance by 20%.

Theology

The character has received religious instruction at a seminary, monastery, or temple. If he is a divine spellcaster, he can begin play as a member of a religious hierarchy (GM’s discretion). He can acquire congregants through proselytizing. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a 50% chance. Rare or occult cults can be harder to recognize. This proficiency can be selected multiple times; each time increases the chance by 20%.

Tracking

The character can search for tracks left behind by passing creatures. It requires one turn to search for tracks in the vicinity of an encounter. If the throw fails, the character cannot try again in that area until at least 6 turns has passed. Searching for tracks requires a 50% chance. The GM should increase or decrease the chance of success depending on the circumstances:

Once tracks are discovered, the character can begin following them, moving at half exploration speed in dungeons and half expedition speed in wilderness. Following tracks does not require a proficiency throw. However, if the tracks enter water or if one hour of Rainy/Snowy conditions elapses, the tracks are lost and the character must search again to find them.

This proficiency can be selected multiple times; each improves the chance by 20%.

Trapping

The character is an expert with wilderness traps such as deadfalls, earthen pits, spring snares, and whipping branch snares capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc.). He can find and remove wilderness traps as a thief of one-half his class level (rounded up). Thieves gain an additional 10% instead. He can craft ordinary or crude wilderness traps with a construction rate of 2sp per hour.

Crude traps cost 10% the cost of permanent traps. They function similarly to permanent traps, but are easier to spot and less effective. All characters gain a advantage to find and remove crude traps. If a crude trap triggers an attack, it attacks with a -2 penalty. If a crude trap targets a saving throw, the target saves with a +2 bonus. Once set, a crude trap must be maintained, which entails checking it for finds, performing minor repairs, and resetting its lures. Each trap requires 2sp (one hour’s worth) of maintenance per day from a trapper and if unmaintained it ceases functioning.

Wilderness traps can catch game. Each day, there’s a 10% chance that the trap has yielded sufficient food for 1d6 man-sized creatures per 2sp value of the trap. On a 95+, a crude trap breaks completely. For every eight traps being managed, the Judge should make an encounter check to see if a wandering monster appropriate for the terrain is in the area. The monster will stumble into the trap on a throw of 1-2 on 1d6; otherwise it will be lurking nearby when traps are checked.

Trapping also enables the character to properly harvest monster horns, tusks, and antlers; to skin, flesh, and butcher creatures for pelts and meats; and to extract special components from animals. The proficiency provides no abilities with regard to mechanical traps in a dungeon or with magical traps of any sort.