You are on page 1of 47

Classless Skills & Powers

An AD&D Variant
Ernest Mueller

ernestm@mindspring.com

February 16, 1999

Classless Skills & Powers

An AD&D variant

Introduction

This is a classless character generation method for use with the AD&D Player's and DM's Option rules. It covers
the Skills & Powers, Combat & Tactics, Spells & Magic, and High-Level Campaigns rulebooks. It is a supplement
for, not a replacement of, those rules. Many details of individual skills, including descriptions and relevant tables,
are not reproduced here.

2.
Principles Classes as they exist in standard AD&D 2nd
This system was designed according to the following
principles: edition core rules are fairly well balanced with
respect to each other.
1.
Maximize compatibility with both Skills &
Powers and the AD&D 2nd edition core rules. Rationale
2. This system was created to address the following
Promote in-game character growth. shortcomings of the character creation system in Skills &
3. Powers and the other Player's and DM's Option rules:
Maintain game balance, internal to this system
1.
and vs. AD&D 2nd edition core rules.
Unequal point allocation across classes and races
4.
for skill customization.
Generate characters of the standard AD&D 2nd 2.
edition types with the system as well as custom Rule incompatibility among the various Player's
ones. and DM's Option rulebooks.
3.
In-game skill advancement is very slow. Though
Assumptions many skills improve with level (like spells,
This system is based on the following assumptions: THAC0, and thief skills), characters grow in other
areas very slowly (1 NWP and 1 WP every 3 to 4
1.
levels). First-level characters have 90% of the
Ability skill costs are proportional to both the
skills they are ever going to have.
ability's usefulness and how difficult it should be
to learn.
4. removed thereby. Levels are retained, but are more
First-level characters have become too powerful. loosely tied to individual skills than in standard AD&D.
The conception of a first-level fighter used to be a Most kits are no longer necessary, as all their component
16-year-old novice right out of their first battle. It parts can be purchased individually. There is room in this
quickly grew to the point that a L1 warrior could system for very specific kits - ones that are not just a
have multiple weapon specializations and other different collection of standard abilities (like the
powerful abilities. swashbuckler), but instead include specific abilities with
their own rules and drawbacks (like the Limbant ranger).
Races exist as usual but are a little more flexible.
This system also attempts to reconcile the many and
General Approach:
varied skills presented in the various Player’s Option and
All skills formerly known as "class abilities", “race
DM’s Option books. It tries to maintain a high level of
abilities,” “nonweapon proficiencies” and “weapon
compatibility with those books except where the
proficiencies," which currently all operate under different
approaches of those sourcebooks clearly differ.
rules, are all skills or abilities which a character would
Starting characters may find themselves a little weaker at
learn during their lives. This system makes the
first level using this scheme, but they will grow in skill at
acquisition of those skills uniform.
a much faster rate. As characters increase in level, they
All the race, class, and weapon/nonweapon proficiencies
get more character points, which can be used to buy more
are combined into one set of skills organized into skill
abilities or to improve current ones.
trees. Characters buy all these abilities out of their single
If, as a character develops, they wish to spend more effort
pool of character points.
learning skills traditionally termed “nonweapon
There are no longer character classes in this system.
proficiencies” rather than ones traditionally termed “class
Players are free to define their characters as they wish,
abilities,” or vice versa, that is a valid decision this
according to their desired skills and personality. Multi-
system supports.
classing and dual-classing rules are conveniently

Credits and Legal Notice

Credits
I’d like to give credit to all those people who contributed to this work. Many people from my gaming group and the
rec.games.frp.dnd newsgroup had many helpful ideas on this system’s genesis. I’d especially like to thank the
following people:
System Design - David Callander

Mike Miller

Travis Pearce
Playtesting - Jason Cox

Hal Phillips

Tim Dowden

Kevin King

Mike Wallace
Feedback - Lance Dooly

Don McKinney

Pete Blake

Mark Hall
Legal Notice
This document is Copyright 1999, Ernest Mueller. It is based on a number of works copyrighted by TSR, Inc., and
is not meant to challenge any of those copyrights. It is meant as a free supplement to the works already published
by TSR, Inc.

Ability Score Generation

(before rolling) as “growth points” to be allotted at one


Roll up ability scores as usual using any of the methods per level, assigned to any score the player desires (up to
in the Skills & Powers handbook (pp.12-21). Use racial maximums).
subability scores, or not, as you desire. Since there are no Method VII (75 points, divide as you want): Hold back
classes, any character may have exceptional strength. 4-9 (1d6+3) points out of the 75 as “growth points,”
Only roll percentile for strength if the primary strength assigned one per level to any score as above.
score is 18. Split subability scores can not exceed 18 Method VIII (24d6, assign as desired): Hold back 2 of
unless the primary score is itself 18 or better. the d6 (before rolling) as “growth points,” assigned one
Optionally, you can provide for character ability growth per level to any score as above.
if using methods V, VI, VII, VIII, IX, or X. You have the Method IX (2d6 on the chart for number of points): Hold
player hold back some ability score points that are then back 4-9 points, just as in Method VII. Assign one point
applied as the character goes up in level later in play. The by level as above.
exact mechanic differs by generation method, but the DM Method X (75 points): Hold back 4-9 points, just as in
should target about 9 “growth points” such that the Method VII. Assign one point by level as above.
character reaches his or her full potential around name Note that in Method V the scores that can grow during
level. play are predetermined, but are not in methods VI-X. If
Method V (4d6 drop lowest): Roll the first 3d6 and note you want all these methods to generate predetermined
that score. Then roll the additional d6. If the 4d6 drop maximum scores, you can have the player pre-assign his
lowest score is higher, that number is the character’s growth points to get a set of maximum values just as in
eventual potential in that score, but he starts at the 3d6 Method V.
number. Each time the character levels, the DM allows These optional “growth methods” allow characters to
the player to have one “growth point” to add to any of the begin as young, slightly above average people, and grow
character’s ability scores that is below its maximum. If into their full power as they advance. This avoids making
the character has more than 9 points allocated to growth, starting characters into ultra-powerful 16 year olds, while
allow them to add growth points to their 3d6 scores allowing players to customize the character according to
during character generation until they only have 9 growth their unique experiences and needs as the campaign
points left. progresses.
Method VI (All scores start at 8 and 7d6 points are
divided between them): Hold back one d6 of the 7d6

Character Points, Skills, and Skill Trees Introduction


character’s disposal. In this system, very few skills are
Character Points obtained for free. Every aspect of a character’s abilities
A character begins life with 200 character points are explicitly bought using CP. Theoretically, all skills are
(CPs). These points are used to purchase all the available to all characters, though the CP cost may be
character’s skills, whether they stem from race, class, prohibitive. Many skills from Skills & Powers are
weapon/nonweapon proficiency, or any other source. As retained intact, with the same point costs, in this system.
characters rise in level they are awarded more character Some have been changed to balance the system, those
points to spend on additional skills as desired. changes are noted as they appear.
Characters receive 20 character points for each
experience level advanced. All new skills gained and Skill Trees
advances in current skills are paid for using CPs. CPs Skills are arranged into skill trees. A skill tree is a
also have all the secondary uses detailed in the Skills & collection of related skills. Most trees have an initial cost
Powers rulebook (pp.6-7). to “buy into” the tree, and thereafter a character may
Optionally, for those very fond of random generation, purchase skills from the tree. Some skills have costs
you can start out characters with 170+3d20 CP, and as other than CP, such as prerequisite skills or special
they advance in level they should be awarded a base of conditions. Skill trees reflect the benefit of related skills -
16 CP, plus 1-6 CP based either on random roll or DM if you have learned a lot about combat, for example, it is
assignation for character role-playing. easier to learn more about combat than to learn about
flower arrangement.
Skills
This is the technical term for all the specific abilities at a

Racial Abilities

devise the base description for that new race


Racial abilities are skills that can be purchased only at combination, however. The DM may also create new
character generation time. These reflect skills that are racial skills that the hybrid race only may buy.
either inborn or taught from a very early age. Each major Players should target spending no more than 45 points
PC race has its own racial skill tree. (and usually less) for racial abilities, traits, and
S&P Traits and Disadvantages all fall into the Racial disadvantages here - you can spend more, but you will be
Abilities category as well, though any race may choose unable to buy much in the way of other abilities later.
Traits and Disadvantages. The character's ability scores must qualify for a race
To buy racial skills, you first choose a racial skill tree. according to Table 14, S&P p.22 in order to buy into that
Thereafter you may purchase as many racial abilities race tree.
from that skill tree as you wish. Other racial abilities derived from the Complete
Mixed races, like half-elves, must choose both skill trees Handbook series or other sources may be added to these
(human and elf, in this case), and they are only allowed lists. Note that demihumans by default have limited level
to buy skills from the racial trees costing 5 CPs or less, advancement as described in the core AD&D rules, but
unless the same ability appears in both races’ skill tree also can advance further if they have a high Prime
and cost 10 CPs or less. Under any circumstance, such Requisite (Table 17, S&P p.23). Demihumans may also
mixed-race characters do not have access to racial skills spend character points to further buy out of that
costing more than 10 CP. DMs are free to allow any restriction, giving the ability to ascend to higher levels
combinations they wish using these rules that are (but at an XP penalty). Determining which class to use on
appropriate to their campaign - half gnome/half dwarves, the level advancement table (Table 16, S&P p.23) will be
for example, would use both those racial trees and buy covered in the “Reconciling Classes” chapter.
skills at the listed cost. The DM may be required to
Race Bundles S&P p.30
A player can buy a bundled set of abilities for the Sword Bonus
“generic” demihuman of a specific type as described in
S&P. This forgoes any customization of the character’s
abilities.
DM Note: You are free to require that players take racial 10 N/A S&P p.29
bundles rather than a la carte skills if you do not allow
this much variety in demihuman races in your campaign Balance bonus
world.
Latent Racial Abilities

A player may purchase some racial abilities as latent 10 N/A S&P p.29
abilities. These abilities initially cost half the CP cost
(rounded up), and then later in the character’s life the Infravision (60’)
player may pay the full cost to have the ability “awaken.”
For example, a half-elf character purchases latent 60’
infravision for 5 CP, and later in play pays 10 CP for the
latent ability to become active. Which abilities may be 10 N/A S&P p.29
purchased latently are at the DM’s discretion.
Resistance
Racial Skill Trees
Elves
For free, elves get their ability score adjustments (Table
10 N/A New
15, S&P p.23), long life, pointy ears, and other generic
racial distinctives as described in the various rulebooks
Unlimited
for their elf subtype (dark elves are black, aquatic elves
Advancement at
breathe water, etc.).
25% XP Penalty
Table 1: Elven Abilities

Cost 15 N/A New


Skill (CP) Ability Source
Unlimited
Advancement at
10% XP Penalty
Bow bonus 5 N/A S&P p.29

5 N/A New Elf Bundle Costs:

Infravision (30’)
Aquatic Elves: 40 CP (S&P p.27)

Dark Elves: 45 CP (S&P p.28)


5 N/A S&P p.29
Gray Elves: 45 CP (S&P p.28)
Less Sleep

High Elves: 40 CP (S&P p.28)

5 N/A
Sylvan Elves: 40 CP (S&P p.29)
5 N/A S&P p.26
New Elven Abilities:
Illusion Resistant
Infravision (30’):

Infravision like a normal elf, but only with a 30` range. 5 N/A S&P p.26
Unlimited Advancement at 25% XP Penalty:
Pick Bonus
The character can advance to unlimited level, but suffers
a 25% penalty to all experience gained.
Infravision (120’): 10 N/A S&P p.25

Better Balance
Infravision like a normal elf, but extending out to a 120’
range.
Unlimited Advancement at 10% XP Penalty:
10 N/A S&P p.26
The character can advance to unlimited level, but suffers
Hit Point Bonus
a 10% penalty to all experience gained.

Dwarves
10 N/A S&P p.26
Dwarves obtain, for free, racial ability adjustments as per
Table 15 in S&P, grumpiness, beards, and the 20% Meld Into Stone
chance of magical item malfunction common to all
dwarves.
Table 2: Dwarven Abilities
10 N/A S&P p.26

Cost More Muscles


Skill (CP) Ability Source

10 N/A S&P p.26


Axe Bonus 5 N/A S&P p.25
Stone Tell

5 N/A S&P p.26


15 N/A New
Crossbow Bonus
Unlimited
Advancement at
10% XP Penalty
5 N/A S&P p.26

Detect Poison

Dwarf Bundle Costs:


Deep Dwarves: 45 CP (S&P p.24) S&P p.31
Freeze
Gray Dwarves: 45 CP (S&P p.25)

Hill Dwarves: 40 CP (S&P p.25) 10 N/A S&P p.31

Mountain Dwarves: 40 CP (S&P p.25) Mining Detection


New Dwarven Abilities: Abilities

See the New Elven Abilities section for descriptions of


the Infravision and Unlimited Advancement skills. 10 N/A New

Unlimited
Gnomes
Advancement at
Gnomes automatically get long lives, big noses, bizarre 25% XP Penalty
senses of humor, racial ability adjustments, and the 20%
chance of magical item malfunction they all share.
Table 3: Gnomish Abilities
15 N/A New
Unlimited
Cost Advancement at
Skill (CP) Ability Source 10% XP Penalty

Dagger Bonus 5 N/A S&P p.31

Gnome Bundle Costs:


5 N/A S&P p.31
Deep Gnomes: 45 CP (S&P p.30)
Engineering
Bonus Forest Gnomes: 45 CP (S&P p.30)

Rock Gnomes: 40 CP (S&P p.31)


5 N/A S&P p.31 New Gnomish Abilities:

Saving Throw See the New Elven Abilities section for descriptions of
Bonus
the Infravision and Unlimited Advancement skills.

Halflings
10 N/A S&P p.31 Halflings, by default, are short and slightly more long-
Animal lived than humans. They get their racial ability score
Friendship modifications.
Table 4: Halfling Abilities

10 N/A Cost
Skill (CP) Ability Source See the New Elven Abilities section for descriptions of
the Infravision and Unlimited Advancement skills.

Humans
Attack Bonus 5 N/A S&P p.33
Humans all have unlimited advancement in level. They
are also sexier than demihumans (in the author's opinion).
Table 5: Human Abilities
5 N/A New

Infravision (30’) Cost


Skill (CP) Ability Source

5 N/A S&P p.34


Attack Bonus 5 N/A S&P p.36
Taunt

10 N/A S&P p.36


10 N/A S&P p.33
Experience
Hide bonus (10%)

10 N/A S&P p.33 10 N/A New

Saving Throw Infravision 30’


Bonus

15 N/A New
15 N/A New
Second Sight
Unlimited
Advancement at
10% XP Penalty

Human Bundle Costs:

Normal Human: 0 CP
Halfling Bundle Costs: DMs are free to create other human bundles for specific
people groups in their campaign world (e.g. the Rhennee
Hairfoot Halflings: 30 CP (S&P p.32) in Greyhawk).

Stout Halflings: 35 CP (S&P p.32) New Human Abilities:

Tallfellow Halflings: 35 CP (S&P p.32) See Elven description for the Infravision 30’ skill.
New Halfling Abilities: Experience Bonus (10%) - like Experience Bonus (5%),
but 10%. diverse set of human abilities.
Second Sight - Some humans are attuned to the faerie
realm from birth, and are able to see faeries when they Other Races
are invisible or shapechanged into other forms. If a
human with this ability is in a position to see such a Other races may be added as desired. Unless the DM
faerie, they receive a WIS check to realize that there are wants to go to the trouble of splitting all the race’s
faeries around (if invisible) or know that someone or powers up, only bundles are available for purchase. Such
something is a shapechanged faerie. It does not allow the bundles should generally be equivalent in cost to other
human to see the faerie clearly or determine the type of demihuman races. Generally no new demihuman or
faerie. humanoid race should have a bundle cost of less than 25
Other 15 point human advantages may be added. Feel CP.
free to draw liberally from myth and legend to create a

S&P p.106
Traits and Disadvantages
Inherent
All races may purchase traits or get bonus CP for taking
Immunity/Poison
disadvantages. These purchases can only be made at character
generation time.
More traits and disadvantages can be added - no disadvantage should
be worth more than 15 CP, and traits should be balanced in power
level (e.g. no +5 to hit with your favorite weapon). 5 N/A S&P p.107
Traits
Traits are abilities that are either inborn or learned from birth. They Inherent
are advantages that a character might find useful on many occasions Immunity/Heat
throughout their life. Traits cost CPs just as race abilities do.
Table 6: Traits
Internal Compass 5 N/A S&P p.107

Cost
Trait (CP) Ability Source
5 N/A S&P p.107
Keen Eyesight

Allure 4 N/A S&P p.104

4 N/A S&P p.107

4 N/A S&P p.106 Keen Taste

Animal Empathy

5 N/A S&P p.107


Light Sleeper
4 N/A S&P p.106

Double-jointed
Lucky 6 N/A S&P p.108

10 N/A C&T p.79


4 N/A S&P p.108
Fine Balance
Obscure Knowledge

6 N/A
10 N/A C&T p.80
Quickness 5 11 S&P
p.111
Phobia: Enclosed
Spaces
Steady Hand 5 N/A C&T p.80

4 9 S&P
Trouble Sense 10 N/A C&T p.80 p.111
Phobia: Monster
(specific)

Combat & Tactics Trait Notes: In C&T these traits require checks vs.
the relevant ability like old-style proficiencies before the trait effect 6 12 S&P
p.111
takes place. I have removed this check and simply made sure the
Phobia: Water
character point cost justifies the trait's power.
Disadvantages
Disadvantages are penalties that a character suffers from. They are
permanent hindrances a character must live with, and they gain the
character extra character points to spend during character creation.
New Disadvantages:
Table 7: Disadvantages

CP Bonus CP Bonus
Disadvantage (Moderate) (Severe) Source Addiction 8 15 Below

Allergies 3 8 S&P
p.109 Disadvantage Notes: I have retained all the traits and disadvantages
straight from the various Player's Option books. Unfortunately,
many of the disadvantages (cowardice, greed, fanaticism, etc) might
be more properly placed in the realm of character role-playing and
4 8 S&P
disadvantages should be more like reversed traits (Vulnerable to
p.109
Clumsy poison: -1 to saves vs. poison gets you some bonus CPs, for
example). I leave this to DM discretion.
New Disadvantages:
Addiction:
8 15 S&P
p.109
Cowardice The character is addicted to some substance, most likely a drug of
some sort. If the character does not partake frequently (at least 2
times a day) he or she is ill and suffers -4 to all rolls for the duration.
If the character goes without the substance for an entire week, he or
7 S&P she must make a system shock roll or lose 1d4 points permanently
p.110
off a DM-chosen ability score. For 8 CPs, the substance is common
Greed
and relatively inexpensive (the cost of a day's lodging). For 15 CPs,
the substance is rare, possible exotic or magical, and expensive.

10 S&P
p.110
Powerful Enemy
aracter Skills

In this section, the player purchases all of the character’s other abilities. The Prime Requisites:
skill trees in this section are broken up into major categories reflecting Many skills are labeled with prime requisites. If a character has a 16 or
common groupings of skills. better in that ability score, the skill costs 1 CP less than the listed amount
At this point, characters receive bonus CP equal to three times their (after any cost doubling for skills from secondary trees). This does not affect
Bonus Proficiencies for Intelligence in CP. skill tree initial costs. If there are multiple prime requisites (e.g. STR/STA
CP Costs: and WIS/WIL) for a skill, the 1 CP reduction in cost only applies once per
Characters must select, and pay the initial CP cost for, a primary skill tree. skill, even if the character has 16 or better in all listed requisite ability
All skills in this tree are thereafter purchased at the listed CP cost. All skills scores. "N/A" means that no prime requisite applies to that skill.
bought from other (secondary) skill trees are doubled in cost. The initial cost Some skills are labeled “Intermediate” or “Advanced,” and denoted by one
must be paid for all skill trees the character uses, including the primary tree (*) or two (**) asterisks following the skill name. Intermediate skills may
(this initial cost is not doubled for secondary trees). only be purchased during character generation if they lie in one of the
A character may buy more than one primary skill tree. The second primary character’s primary skill trees. Advanced skills may not be bought at
skill tree has a doubled initial cost. The third costs triple, and so on. The character generation time, only later in the character’s adventuring career.
Required and General skill trees are exceptions to this rule - they have no
initial costs and skills purchased from them are always at the listed cost.

Skill Trees
Listed under each skill tree are the class abilities or proficiencies from the Player's and DM's Option series which
fall within the tree. Each skill tree is labeled with its initial cost. The skills are grouped into skill trees according to
logical relations between the skills. Some skills are listed in multiple trees because they logically belong in two
different categories. The skill tree descriptions indicate knowledge or abilities that should be available to a
character for having paid the tree's initial cost.

Improving Skills:

In these optional skill trees, many skills have an Initial Value, which is the chance on d20 of succeeding with the
skill. This initial value is modified by ability scores as per Table 44, S&P p.89. Spending additional character
points can increase this skill rating. One CP can raise the rating of any skill that has a current rating below 10 by
one point. Two CPs can raise the rating of any skill that has a current rating from 10 to 14 by one, and three CPs
can raise the rating of any skill that has a current rating of 15 to 19 by one. Skills can even be improved above 20,
for a cost of four CPs per point of improvement. A natural 20 always fails on a skill check, but a skill higher than
20 can be used to offset penalties in difficult circumstances. These improvement costs are not doubled for skills in
secondary skill trees. So, for example, a character who wants to have a rating of 21 in Cooking (a fantastic chef!)
must raise the skill from its initial value of 7, costing a total of 3+10+15+4 = 32 CPs. This level of skill would be
truly world-class!
Time to Learn Skills:
It takes time to learn skills, even for characters with character points to burn. Learning or improving a skill takes
one week per CP the skill or skill improvement costs. This can be time spent “on the job” as long as the skill is
being used or learned at the same time. So if our chef from the example above wanted to learn to be a master chef
while out adventuring, as long as he cooked every day, it would take 32 weeks to reach his world-class level. If the
character was not able to cook continuously, and was forced to eat iron rations often by the hardships of the
adventuring life, the DM is justified in doubling the amount of time required to learn the skill. Similarly, if the
character is cooking full time while being instructed by a master chef, the DM may be justified in up to halving the
time commitment.
Default Skill Use:
A character can attempt to use skills he or she does not have, as long as those skills lie in a skill tree the character
has bought. The character can only use these skills for simple tasks, with results well below what a proficient
character could achieve. For example, a default Armorer roll could enable a character to perform a temporary
emergency repair of their armor, but would not allow them to create a new suit of armor. If the skill is in one of the
character's secondary skill trees, the character can roll against the skill's Initial Rating at a penalty of -4. If it is in a
primary skill tree, the penalty drops to -2. A default roll may only be attempted on skills with listed initial values
and no prerequisites (unless the character meets the prerequisite).

Required Skill Tree - No initial cost


All characters must purchase one and only one item from each category in the Required Skill Tree. Items from the
Required Skill Tree may not be purchased or upgraded later in a character's life.
Table 8: Required Skills

Category 10 CP 20 CP 30 CP 40 CP 50 CP

Experience Wizard Warrior Priest Rogue


Table

THAC0 Wizard Rogue Priest Warrior


Table (1/3) (1/2) (2/3) (1/1)

Hit Dice Wizard Rogue Priest Warrior Superman


(d4) (d6) (d8) (d10) (d12)

Rogue Priest Warrior Wizard Best of all


Saving
Throws
Here are example costs for “standard” AD&D class
combinations from the Required Skill Tree:
Characters may buy better saving throws at two CPs Standard Warrior cost: 130 CP
per point of improvement for a save versus a single
specific type of attack - for example, vs. Paralyzation Standard Wizard cost: 65 CP
or vs. Charm spells, or five CPs for a point of
improvement for an overall save category (e.g. Standard Priest cost: 115 CP
Paralyzation, Poison, and Death Magic). Characters
can buy additional hit points at the rate of one per Standard Rogue cost: 100 CP
every five CP.

Melee Combat Skill Tree - Initial cost 10


Buying into the melee combat group gives a character basic knowledge of fighting with melee weapons. Characters
do not have to buy this tree in order to be able to fight at all - but their combat options will be much more limited.
The melee weapon nonproficiency penalty for characters buying into this tree is -2 (it is -4 for all others), and
allows a character to receive the fighter hit point bonus for high CON.
Table 9 - Melee Combat Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Melee Weapon 10 - STR/MUS This cost, like all these costs, is S&P
proficiency per weapon. p.114

10 - N/A S&P
p.115
Shield proficiency

10 - STR/MUS Prerequisite: Proficiency S&P


p.118
Weapon Expertise*

30 - N/A Prerequisite: Mastery, Level 5+ C&T


p.75
Weapon High
Mastery**
5 - N/A See below New

Special Move Bonus

15 - WIS/INT, S&P p.96


DEX/BAL
Blind-fighting

10 INT/KNO C&T
p.79
Dirty Fighting

10 4 WIS/WIL Prerequisite: Level 10+ HLC


p.145
Bravery

10 4 CHA/LDR Prerequisite: Level 10+, Bravery HLC


p.145
Frighten/Challenge

20 10 WIS/INT Prerequisite: Level 10+ HLC


p.145
Signature Item

20 6 WIS/INT Prerequisite: Level 15+ HLC


Sense Danger p.145

Weapon Mastery Note: The different levels of weapon mastery are described in Combat & Tactics pp.75-76. The
character must solicit a master in the weapon to receive training from, and such training is time-consuming and
expensive.
Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with 1 attack/round, but may purchase their way
up the multiple attacks table for 30 CPs per rank. For example, 30 CPs gets you 3 attacks every 2 rounds, another
30 gets 2 attacks per round, and so on. Specialists use the Specialist Attacks Per Round table (C&T p.75) at the
same rank when attacking with their specialist weapons.

Special Move Bonus: This gets a character a +1 'to hit' with one of the special attack options listed on pages 42-49
in Combat & Tactics (Block, Disarm, Sap, etc).

Unarmed Combat Skill Tree - Initial cost 5


Buying into the Unarmed Combat tree allows a character to be proficient in all forms of brawling combat
(pummeling, wrestling, and overbearing). Other characters are only familiar with these styles, per C&T pp.82-94.
Buying into this tree also allows a character to benefit from the fighter hit point bonus for high CON.
Table 10 - Unarmed Combat Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Pummeling Expertise 10 - STR/MUS C&T


p.85

25 - N/A Prerequisite: Pummeling Mastery, C&T


Level 5+ p.85
Pummeling High
Mastery**

10 - STR/MUS C&T
Wrestling Expertise p.89

Wrestling 15 - STR/MUS C&T


Specialization* p.89

30 - N/A Prerequisite: Wrestling High C&T


Mastery, Level 9+ p.90
Pummeling Grand
Mastery**

25 - N/A Prerequisite: Martial Arts C&T


Specialization p.96
Martial Arts Mastery**
10 5 STR/MUS Prerequisite: Martial Arts Proficiency C&T
p.98
Flying Kick

Backward Kick 10 - N/A Prerequisite: Martial Arts Proficiency C&T


p.98

10 - N/A Prerequisite: Martial Arts Proficiency C&T


Crushing Blow p.98

10 - N/A Prerequisite: Martial Arts Proficiency New

Martial Arts Weapon


Proficiency

30 - N/A See below New

Multiple Attacks**

Unarmed Combat Mastery Note: The various levels of unarmed combat proficiency and mastery are described in
Combat & Tactics pp.82-99.
Martial Arts Note: Martial arts must be learned from a skilled martial arts instructor, a rarity in most lands. Such
training is long and rigorous. See Combat & Tactics pp.95-98 for more on martial arts.
Weapon Proficiency Note: Martial arts weapons are those designated as being usable as martial arts weapons in
Skills & Powers p.114. Pummeling weapons are any weapons used to enhance pummeling combat, like cesti.
Wrestling weapons are weapons specifically designed to cause damage while wrestling, such as spiked armor
(there aren't many of these).
Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with 1 attack/round, but may purchase their way
up the multiple attacks table for 30 CPs per rank. For example, 30 CPs gets you 3 attacks every 2 rounds, another
30 gets 2 attacks per round, and so on. Specialists use the Specialist Attacks Per Round table (C&T p.75) at the
same rank when using combat forms they are specialized in.
Missile Combat Skill Tree - Initial cost 15
Buying into the Missile Combat tree gives a character familiarity with a wide variety of missile weapons. Such
characters have a nonproficiency penalty of -2 with all missile weapons (other characters have -4).
Table 11 - Missile Combat Skills
Cost Initial
Skill Ability Notes Source
(CP) Value

Missile Weapon 10 - DEX/AI S&P p.114


Proficiency M

25 - DEX/AI Prerequisite: Proficiency C&T p.75


M
Missile Weapon
Specialization*

35 - N/A Prerequisite: High Mastery, Level C&T p.76


9+
Missile Weapon Grand
Mastery**

30 - N/A See below New

Multiple Attacks**

Weapon Mastery Note: The different levels of weapon mastery are described in Combat & Tactics pp.75-76. The
character must solicit a master in the weapon to receive training from, and such training is time-consuming and
expensive.
Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with the usual rate of fire of their missile
weapon, but may purchase their way up the Specialist Attacks Per Round table (C&T p.75) for 30 CP per rank.

Stealth Skill Tree - Initial cost 12


Purchasing this skill tree gives a character some knowledge of stealth and intrusion - being sneaky, conning folks,
paying close attention and noticing that which others miss, and other general skullduggery. All characters have
certain base chances to perform some stealth skills in a limited fashion, particularly climbing walls and hearing
noises. Normal characters 'climb walls' chance, however, is usable only in natural surroundings or on very rough
walls. Purchasing the Stealth skill tree does not raise the chance of success with those skills but does make them
usable in all circumstances.
Table 12 - Stealth Skills

Cost Initial
Skill Ability Notes
(CP) Value Source

Pick Pockets 10 See DEX/AIM As Thief Skill S&P p.52


below

10 See DEX/BAL As Thief Skill S&P p.52


below
Move Silently

5 See DEX/BAL As Thief Skill S&P p.52


below
Climb Walls

10 See INT/REA As Thief Skill S&P p.52


below
Detect Illusion

Bribe 5 See CHA/APP As Thief Skill S&P p.52


below

Tunneling 10 See DEX/AIM As Thief Skill S&P p.53


below

Escape Bonds 10 See DEX/AIM As Thief Skill S&P p.52


below

10 - N/A As Thief Skill, See below S&P p.52

Backstab

2 5 WIS/INT, S&P p.99


INT/KNO
Gaming
20 10 INT/REA Prerequisite: Level 11+ HLC
p.171
Adaptation

10 11 DEX/BAL Prerequisite: Level 11+ HLC


p.173
Fall/Jump

10 5 WIS/WIL Prerequisite: Level 11+ HLC


p.175
Inner Focus

10 - N/A Prerequisite: Level 21+, HLC


Shadow Travel p.177
Shadow Flight

Shadow Travel 10 - N/A Prerequisite: Level 16+ HLC


p.177

Thief Skill Notes: All thief skills begin at their usual base chance (Table 27, S&P p.53) including race and DEX
adjustments (Tables 28 and 29, S&P p.53). Additional points may be bought to add to them at the rate of 5
percentile points per 2 CP. 50 points (20 CP) maximum may be spent at the beginning by any character, 75 points
maximum (30 CP) if this is the character’s primary skill tree.
Weapon Proficiency Notes: This is proficiency in any small, stealthy weapon that can be concealed or is useful
from surprise - for example, weapons of size S with a speed factor of Fast(4) or less.
Backstab Notes: Backstab damage begins at x2. Characters can buy higher backstab damage multipliers per Table
24, S&P p.52 for 30 CP per rank.

Wizardry Skill Tree - Initial cost 20


This skill tree gives a character knowledge of the ways of magical theory. The character can scribe spells into spell
books, and memorize spells as his casting level allows. This tree allows a wizard to cast spells according to the
traditional spell-slot method of casting as described in the core AD&D 2nd edition rulebooks. New methods of
gaining spells or spell-like abilities should be given their own skill trees unless they are clearly based on one of the
existing spheres. Magicians who use ley lines to tap into magical energy for spells, for example, would require an
entirely separate skill tree for that area of magic.
Wizard Spells:

Wizard spells may not be cast in any armor, unless the character specifically purchases the ability to do so. Wizard
spells must be learned and scribed into a spellbook to be memorized by the character according to the standard
AD&D rules. Wizards must specifically buy access to any school of magic they wish to cast.
Table 13 - Wizard Spell School Access Costs

Spell Ability Cost Notes Source


(CP)

Cantrips 5+ See Below New

15 Prerequisite: Universal New


Lesser School Access (Spells School Access
levels 1-4)

Greater School Access (Spells 5 Prerequisite: Lesser School New


levels 5-9) Access

Cantrip Notes: The character can cast one cantrip per spell rank per day.
Universal School Access Notes: The character can learn and cast spells from the Universal School of Magic
(SP&M p.14).

Lesser School Access Notes: The character can learn and cast spells of levels 1-4 from the selected school. This
can be one of the traditional schools of philosophy (e.g. Alteration) or one of the schools of effect or thaumaturgy
(e.g. Shadow, Song) - see Spells & Magic p.14 for explanations of these schools.
Greater School Access Notes: The character can learn and cast spells of levels 5-9 from the selected school, as
above.

Spell Rank:

In this system, characters do NOT automatically get more spells as they increase in level. Each rank on the wizard
spell progression table (Table 37, S&P p.60) costs 5 CP. Caster level is equal to the character's rank on the spell
table, NOT the character's actual level. Characters' spell rank can not exceed their level by more than 2.
If you are using a spell point system (Channeling, Warlock/Witchcraft, Preserving/Defiling, Alienism) from Spells
& Magic, then instead of the fixed spells per level on Table 14 below, use the corresponding rows in Table 17,
SP&M p.78, ignoring the parenthesized values. Optionally you can set up these various spellcasting methods as
their own separate skill trees.
Table 14 - Wizard Spell Rank
Spells Per Level:

Rank 1 2 3 4 5 6 7 Cost Prerequisite


(CP)

1 1 - - - - - - 5

2 1 - - - - - 5 Rank 2
3**

3 3 1 - - - - 5 Rank 4,
5 Level 3+

etc…

Wizard Powers and Skills:

Wizards have access to a number of different mystical powers, and routinely develop certain skills as part of their
training and practice. Many of these enhance spellcasting ability in one or more schools. "Specialist" mages are
simply wizards who have purchased such skills concentrating on a single school.
Table 14 - Wizard Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Weapon Proficiency 10 - STR/MUS See below New


(Wizard)

10/20/3 - N/A SP&M


0 p.24
Armored Mage
2/5 - INT/REA SP&M
p.24
Casting Time
Reduction

10 - INT/REA SP&M
p.25
Enhanced Casting
Level

5/7+ - INT/REA SP&M


p.25
Learning Bonus

5/7+ - INT/REA SP&M


p.25
Range Increase

5/8 - INT/REA SP&M


p.25
School Knowledge

3 7 DEX/AIM SP&M
p.54
Prestidigitation

3 6 INT/REA SP&M
Research p.54

Spellcraft 3 7 INT/REA S&P p.103

10 4 WIS/WIL Prerequisite: Level 12+ HLC


p.157
Mental Focus
Signature Item 20 10 WIS/INT Prerequisite: Level 12+ HLC
p.157

Spell Sculpting 10 8 INT/KNO Prerequisite: Level 12+ HLC


p.158

Weapon Proficiency Note: This allows the character a proficiency in the Dagger, Staff, Dart, Knife, or Sling.
Use of Magic Items Note: This allows the character to use any magic items only usable by wizards - staves, wands,
etc. All characters with the Wizardry skill tree can use wizard scrolls.

Wizard Limitations:

Wizards may suffer certain limitations in their casting abilities. These restrictions are worth bonus CP.
Table 15 - Wizard Limitations

Limitation Bonus Notes Source


(CP)

Awkward Casting Method 5 SP&M p.26

5 SP&M p.26
Difficult Memorization

10 SP&M p.26
Hazardous Spells

7 SP&M p.26
Reduced Spell Knowledge

5+ SP&M p.26
Supernatural Constraint
Talisman 8 SP&M p.27

Holy Orders Skill Tree - Initial cost 10


If a character buys into this tree, it assumes he or she has a special relationship with one or more deities or powers.
The character is familiar with his religion and deity, and has more faith and devotion than the average worshipper.
Characters purchasing Holy Orders receive bonus spells for high WIS/INT - but only if able to cast those spells, as
below. To obtain Holy Orders for a particular deity, the character must meet any alignment, race, sex, or other
restrictions of the faith in question. This tree assumes the traditional granting of priest spells by a patron deity -
different methods of gaining spells or spell-like abilities should be given their own skill trees. Casters who get their
magical abilities as gifts from spirits, for example, merit a separate tree - see the "Shamanism" skill tree, based on
the Shaman class from Spells & Magic, below.
The holy orders skill tree is a somewhat special case. Almost any skill could conceivably be a divinely granted
power. Usually, characters will not be free to purchase any power from this tree at will, but instead purchase special
bundles of powers and hindrances specific to their deity and their specific order following that deity. Deities only
grant specific powers relevant to their portfolio, and often require specific actions or restrictions of their followers.
Besides the deity's spell selection, DMs are encouraged to come up with a bundle of selected powers and vows that
best suit the deity in question. Use Faiths & Avatars and Powers & Pantheons as guides for specialty priesthoods or
other holy orders (such as paladins). To show the holy orders tree in action, we will use two examples. The first is
the Holy Healing Priesthood of Tungsten, God of Health and Fitness. The second is the Brotherhood of the Knights
of the Holy Hospital of Tungsten. Both orders follow the same deity, but the first is a noncombatant priesthood
specializing in healing and the second is an order of paladins prizing physical fitness above all.

Cleric Spells:

All clerical spells may be cast in any armor. Characters are free to purchase or not purchase any of the spell spheres
their deity grants. Greater sphere access (levels 4-7) always carries the prerequisite of lesser sphere access (levels
1-3) in the same sphere, hence the reversed CP costs from the table on S&P p.57.
Table 16 - Holy Order Spell Sphere Access Costs

Sphere Minor Major Sphere Minor Major

All 5 3 Healing 10 5

8 5 Numbers 10 5

Chaos
10 5 Summoning 10 5

Creation

5 2 Time 10 5

Air

5 2 Wards 10 5

Water

Guardian 5 3 Weather 10 5

Spell Rank:

In this system, characters do NOT automatically get more spells as they increase in level. Each rank on the priest
spell progression table (Table 34, S&P p.56) costs 5 CP. Caster level is equal to the character's rank on the spell
table, NOT the character's actual level. Characters' spell rank can not exceed their level by more than 2.
If you are using a spell point system (Channeling, Ritual Prayer, Conditional Magic, Druidical Magic) from Spells
& Magic, then instead of the fixed spells per level on Table 17 below, use the corresponding rows in Table 26,
SP&M p.92. Optionally you can set up these alternate spellcasting methods as their own separate skill trees.
Table 17 - Holy Order Spell Rank

Spells Per Level:

Rank 1 2 3 4 5 6 7 Cost Prerequisite


(CP)

1 1 - - - - - - 5

2 1 - - - - - 5 Rank 2
3**
3 3 1 - - - - 5 Rank 4,
5 Level 3+

etc…

Holy Order Granted Powers:

This list contains some sample powers that a deity might grant directly to his or her followers. Some priesthood
somewhere might grant almost any conceivable skill or power. It is up to the DM to decide the CP cost of any
specific powers a deity may grant. As a general rule, powers duplicating at most a first-level spell usable a limited
number of times in a given time period should be lesser granted powers. Powers granting first-level spells
continually or second-level spells usable a limited number of times in a given time period should be greater granted
powers, and powers granting heftier magics should be major granted powers (or beyond). Many of the granted
powers from Faiths & Avatars will come with such high costs. Spell-like granted powers can also use the formula
for CP costs given on p.39 of Spells & Magic. Note that unlike Skills & Powers, you cannot reduce CP costs by
deferring powers to a higher level - you can just wait to buy them until then.
Table 18 - Lesser Granted Powers

Power Cost Source


(CP)

Casting Time Reduction 5 SP&M p.38

5 SP&M p.39
Expert Healer

5 SP&M p.39
Fire/Heat Resistance

5 SP&M p.39
Purify Water
Resist Energy Drain 5 SP&M p.39

Table 19 - Greater Granted Powers

Power Cost Source


(CP)

Animal Empathy 10 SP&M p.38

10 SP&M p.39
Detect Undead

10 SP&M p.39
Immunity to Disease

10 SP&M p.39
Spell Duration Increase (one
sphere)

Turn Undead 10 SP&M p.40

Table 20 - Major Granted Powers

Power Cost Source


(CP)

Immunity to Magic (per 15 SP&M p.39


school)
20 SP&M p.39
Shapechange

Spell Duration Increase (all 20 SP&M p.39


spheres)

Table 21 - Holy Order Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Weapon Proficiency 10 - STR/MUS See below New


(Cleric)

3 8 CHA/APP SP&M
p.59
Alms

10 - WIS/INT New
Use of clerical magic
items

Use of holy weapons 10 - WIS/INT See below New

10 4 WIS/WIL Prerequisite: Level 10+ HLC


p.145
Divine Will

10 6 CHA/LDR Prerequisite: Level 10+ HLC


Eminence p.145
Invincibility 20 4 WIS/WIL Prerequisite: Level 21+, HLC
Eminence p.145

10 4 INT/KNO Prerequisite: Level 12+ HLC


p.167
Spell Talisman

Variable Variable Variable See Below New


Faith-Related
Proficiency

Weapon Proficiency Notes: This is proficiency in one of the deity's signature weapons only - the trident for
followers of Trithereon, for example, or the hammer for the followers of Thor. Many deities have no signature
weapon.
Holy Weapons Notes: This is the ability to use a paladin's holy sword or similar device to its fullest extent.
Faith-Related Proficiency Notes: Some faiths make intensive use of certain everyday skills. Certain faiths may
allow characters to purchase skills from other skill trees at the usual skill cost without paying the initial cost for
the other skill tree. For example, priests of a god of scribes might be able to purchase the bookbinding proficiency
for its usual skill cost without having to pay the cost for its skill tree.

Vows/Restrictions:

Holy orders may have various restrictions or vows required of their members to participate in their religion. These
restrictions are worth bonus CP. Vows should be chosen by the DM, like powers, and placed into holy order
"bundles."
Table 22 - Holy Order Limitations

Restriction Bonus Notes Source


(CP)

Armor Restriction 5+ SP&M p.40

2 See below SP&M p.40


Taboo

5
Difficult Spell Acquisition SP&M p.40

5 SP&M p.41
Limited Spell Selection

8 SP&M p.41
Talisman/Symbol

Vow/Requirement 5 See below New

Taboo Notes: Taboos are minor codes of behavior or conduct that the character must follow, like saying a long
prayer every time the character crosses a bridge or being required to eat facing west.
Ceremony Notes: Ceremonies are rituals that must be performed daily, or else loss of spells or other problems may
result. Examples are a nightly atonement, or daily sacrifice, or other event.
Vow Notes: A vow is a serious behavioral limitation required of the devout follower. Vows of poverty, chastity, and
obedience are all examples. A priest could be compelled to never deliberately harm anyone, or to give help and
healing to anyone in need.

Holy Order Example 1: Analysis (identify a disease or poison) for 10
CP
The Holy Healers of Tungsten, God of Health and •
Fitness. Detect Undead for 10 CP
This order of followers of Tungsten values healing •
and health above all else. Their followers may not be Heal spell once per day for 20 CP
evil or chaotic in alignment. Tungsten grants lesser
access to the spheres of Guardian, Summoning,
Combat, and Creation. He grants greater access to the
Holy Healers tend to spend lots of character points on
All, Healing, Necromantic, and Protection spheres.
the Tungsten spell spheres as well.
Healers of Tungsten are allowed to take the Healing
The order's bundle of powers and restrictions is as
and Herbalism faith-related proficiencies at their
follows:
listed cost, and in fact are required to as part of their
training.
The order also has the following granted powers Power CP
available later in life, obtained by paying the CP cost Cost
at a later date:
Immunity to Poison 10 The Knights have the option of gaining the
"Immunity to Poison" and "Turn Undead" powers
their Healer brethren have for 10 CPs apiece at a later
28 date. They can also later take a vow of complete
Total Bundle Cost obedience to their order for 5 bonus CPs.
The order's members also usually purchase lots of
skills from the Melee Combat tree. They usually buy
fewer spells, or at least defer purchasing them until
later in life.
Holy Order Example 2: The order's bundles of powers and restrictions is as
follows:
The Brotherhood of the Knights of the Hospital of
Tungsten.
Power CP
These warrior-knights of Tungsten are required to Cost
take the Endurance proficiency, as they value
physical fitness above all. They have access to all the
spell spheres Tungsten can grant, but will have less
Detect Evil 10
character points to spend on them after getting more
fighter-oriented abilities as well. Their spellcasting is
not per se inferior or delayed to higher levels than the
Total Bundle Cost 28
priests' - it is all a matter of where and when they
choose to spend their character points.
Shamanism Skill Tree - Initial cost 10
A shaman is a character that gains magical powers by communing with the spirits, as described in Spells & Magic
pp.34-38. The shaman purchases spell ranks on Table 5, SP&M p.36 just as Wizards and those in Holy Orders
purchase spell ranks.
Table 23 - Shaman Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Spirit Powers 10 - WIS/INT Per Class of Spirit SP&M p.40

Minor Spirit Major Great Spirit Cost (CP) Prerequisite


Rank Spirit
1 1 - - 5

2 - - 5 Rank 2
3**

2 1 - 5 Rank 4, Level 3+
5

etc…

Athletics Skill Tree - Initial cost 5


Athletic skills are useful in all sorts of physical endeavors - running, jumping, throwing, and other such exertions.
A character paying the initial cost for this tree knows about the common sports of their culture and is familiar with
their rules and practice.
Table 24 - Athletics Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Endurance 2 3 N/A S&P p.98

2 5 STR/STA, S&P p.102


Running CON/FIT

Swimming 2 9 STR/STA S&P p.103

3 7 DEX/BAL, S&P p.104


STR/MUS
Tumbling
Warcraft Skill Tree - Initial cost 10
Warcraft is the skill of conducting large-scale battle. A character skilled in warcraft is familiar with basic battle
tactics of their day and age. They also are familiar with the needs of a large army (supply chain, discipline, etc.).
Table 25 - Warcraft Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Artillerist 5 6 CHA/LDR C&T


p.177

4 5 DEX/BAL, S&P p.96


Charioteering WIS/WIL

Cryptography 3 6 INT/REA, S&P p.97


WIS/INT

4 5 CHA/LDR C&T p.80

Leadership (Morale)

5 6 INT/REA, As Warrior Ability S&P p.48


War Machines WIS/INT

Wilderness Craft Skill Tree - Initial Cost 7


Wilderness craft encompasses all the skills useful for life in the great outdoors. Some wilderness craft skills are
similar to Stealth tree skills (Climbing, Hide in Natural Surroundings, etc.), but are only usable in natural
surroundings of a type familiar to the character. These skills' chances of success are handled like the similar Stealth
Tree skills rather than the somewhat bizarre algorithms in the skill descriptions in Skills & Powers pp.50-51
(especially Table 22).
Table 26 - Wilderness Craft Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Animal Empathy 10 - WIS/INT As Ranger Skill S&P p.50

10 See DEX/AIM As Ranger Skill S&P p.50


below
Find/Remove
Wilderness Traps

Fire-building 2 8 WIS/INT, S&P p.98


INT/REA

3 6 INT/KNO, S&P p.99


Herbalism WIS/INT

4 7 STR/STA, S&P p.101


WIS/WIL
Mountaineering

10 - N/A As Ranger Skill S&P p.51

Pass Without Trace

10 - N/A As Ranger Skill S&P p.51

Speak With Animals

5 7 WIS/INT S&P p.104


Tracking

Weather Knowledge 2 7 WIS/INT S&P p.104

Ranger Skill Notes: All thief-like ranger skills (Climbing, Find/Remove Traps, Move Silently, Hide in Natural
Surroundings, Sneak Attack) begin at the base chance for the corresponding thief skill (Table 27, S&P p.53)
including race and DEX adjustments (Tables 28 and 29, S&P p.53). Additional points may be bought to add to
them at the rate of 5 percentile points per 2 CP. 50 points (20 CP) maximum may be spent at the beginning by any
character, 75 points maximum (30 CP) if this is the character’s primary skill tree.

Arts & Entertainment Skill Tree - Initial cost 5


Skills in the arts and entertainment are used to entertain people, from a brief diversion such as a song to creating a
lasting work of art such as a painting. Some of the more advanced skills have an almost supernatural effect on the
entertainer's audience and have nearly magical effects of various sorts. Characters investing in this skill tree have a
basic knowledge of the various art forms and their general practice.

Table 27 - Arts & Entertainment Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Alter Moods 5 - CHA/LDR As the Bard skill S&P p.54

2 6 DEX/BAL, S&P p.97


CHA/APP
Dancing

2 7 CHA/LDR S&P p.101

Musical Instrument

2 8 INT/KNO S&P p.102

Reading/Writing

5 - CHA/LDR As the Bard skill S&P p.55

Sound Resistance

Social Skill Tree - Initial cost 5


These social skills are useful when dealing with people, on an individual basis or in a large organization - a
government, law enforcement organization, major church, large guild, or the like. They enable a character to get
along with people and facilitate their management. Characters with social skills are familiar with their society's
rules and institutions.
Table 28 - Social Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Administration 3 9 INT/REA SP&M


p.59

2 8 CHA/APP, S&P p.98


WIS/INT
Etiquette

3 7 INT/REA SP&M
p.61
Law

2 8 INT/KNO S&P p.102

Reading/Writing

Sagecraft Skill Tree - Initial cost 10


These skills are the in-depth knowledge belonging to sages and other of great knowledge. Buying the Sagecraft
skill tree assumes that a character has had some sort of exposure to higher learning. All these skills must be learned
by knowledgeable instruction, substantial book study, or decades of research. Sages understand the basics of
research and higher reasoning.

Table 29 - Sagecraft Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Alchemy 5 6 INT/REA SP&M


p.51
4 5 INT/KNO Per Language S&P p.95

Ancient Languages

2 7 INT/KNO S&P p.96


Astronomy

Cryptography 3 6 INT/REA, S&P p.97


WIS/INT

2 8 INT/KNO S&P p.102

Reading/Writing

Sage Knowledge 4 5 INT/KNO SP&M


p.54

Occult Studies Skill Tree - Initial cost 7


Many religions teach these skills, and they can also be found amongst diviners, occultists, and witches across the
land. They consist of various forms of divination and lore about the supernatural. Students of the occult are familiar
with common superstitions, supernatural creatures, and divination techniques.
Table 30 - Occult Studies Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Astrology 3 5 WIS/INT, S&P p.95


INT/KNO

4 6 CHA/LDR SP&M
p.53
Hypnotism
3 6 INT/KNO SP&M
Undead Lore p.61

Sailing Skill Tree - Initial cost 4


This skill tree encompasses all the skills that are required for operating a boat, from a small canoe to a large sailing
ship. Sailors are familiar with the general layout and purpose of all ships that they have seen before.
Table 31 - Sailing Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Boat Piloting 2 6 STR/MUS, S&P p.96


INT/REA

2 8 DEX/AIM, S&P p.102


WIS/INT
Rope Use

2 9 STR/STA S&P p.103


Swimming

Weather Knowledge 2 7 WIS/INT S&P p.104

Tradesman Skill Tree - Initial cost 3


Tradesmen are the foundation of society. Farmers, carpenters, and other semi-skilled workers gain their skills from
this tree. A character with tradesman skills is familiar with working with their hands and doing good, hard, honest
work.
Table 32 - Tradesman Skills

Cost Initial
Skill Ability Notes Source
(CP) Value
Agriculture 3 7 INT/KNO S&P p.94

3 7 STR/STA, S&P p.96


INT/KNO
Carpentry

2 3 N/A S&P p.98

Endurance

4 5 STR/STA, S&P p.103


WIS/INT
Stonemasonry

3 6 INT/REA, S&P p.104


Weaving DEX/AIM

Craftsman Skill Tree - Initial cost 5


Craftsmen are highly skilled workers of various sorts. These are individuals you come to when you need an item of
value created or repaired. Craftsmen are all acquainted with the various crafts and know generally what is involved
with their use.
Table 33 - Craftsman Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Appraising 2 8 INT/REA, S&P p.95


WIS/INT

4 6 STR/MUS, S&P p.96


INT/KNO
Blacksmithing
3 6 DEX/AIM S&P p.99

Gem Cutting

2 8 INT/KNO SP&M
p.54
Papermaking

5 5 INT/KNO, S&P p.104


Weaponsmithing DEX/AIM

General Skill Tree - Initial cost 0


General skills are either so common as to merit no special grouping (like horseback riding), or are so specialized as
to not fit in any other skill trees (like mental resistance).
Table 34 - General Skills

Cost Initial
Skill Ability Notes Source
(CP) Value

Mental Resistance 6 5 WIS/WIL SP&M


p.53

8 5 WIS/WIL, S&P p.102


DEX/BAL
Riding, Airborne

Riding, Land 2 8 WIS/WIL, S&P p.102


DEX/BAL

Other optional skill trees (like a Psionics skill tree) may be added at any time, as it becomes appropriate in the
campaign.
Note that rules for followers are not detailed in this system. If a character grows in power and through gameplay
recruits some troops or minons, then he or she can have followers. They are not a skill to be purchased with
character points.
Standard Character Generation Example

This method can be used to create characters mimicking the “standard” classes from the AD&D 2nd edition PHB.
Of course, you are encouraged to create custom characters, but here you can see how to make basic characters
using this system.

1.
Generic Warrior Again, we roll up scores and assume a standard human.
We purchase the Wizard entries from the Required Tree
and pay the initial cost for the Wizardry tree. We get a
After rolling the warrior's ability scores, we choose race -
weapon proficiency with the staff, and then can only
in this case we’ll assume a human with no special
afford spell school access to the universal school and 5
abilities. In these examples we won't take into account
others. We purchase the first rank of spellcasting power,
any Prime Requisite cost reductions or bonus CP for INT.
and then the Sagecraft secondary tree and two sage
Then, we buy the Required Tree skills for a warrior.
proficiencies (Astronomy and Reading/Writing, which
Buying into the Melee Combat primary tree and getting
cost double since they're from a secondary tree) which
four weapon proficiencies is standard for a fighter. Then,
leaves us two points we use to improve our Astronomy
some "nonweapon proficiencies" - the warrior buys the
rating.
Athletics skill tree as a second primary tree, and then
purchases Endurance, Running, Throwing, and
Swimming. The fighter spends his last points on the Skill CP
Riding skill from the General skill tree. Cost

Skill CP
Cost Wizard THAC0 10

Warrior THAC0 40 200


Total Cost

200
Total Cost
2.
Generic Rogue

2. We roll scores, choose a human, and buy the Required


Generic Wizard Tree abilities for the standard rogue. We buy the base
level of all 7 normal thief skills and pay the Stealth
primary tree initial cost. Then we buy 50 percentile character's secular calling is to be a painter, and so buy
points to spread around on those skills. We spend our last the Arts & Entertainment secondary tree and Painting
points on Disguise and Gaming from the Stealth tree, and skill. We keep a single point back for use later in the
how to speak Orcish. Our rogue is proficient in no game.
weapons, and does not know how to backstab.

Skill CP
Skill CP Cost
Cost

Priest THAC0 30
Rogue THAC0 20

200
200
Total Cost Total Cost

2.
As you can see, 200 character points don't go a long way
Generic Cleric
in this system. These characters are starting with a little
less in the way of abilities than they would under core
We roll up another human, and purchase the usual Priest AD&D 2nd Edition rules, with some skimping on weapon
Required Tree items and the Holy Orders primary tree and nonweapon proficiencies.
(10 CP). The deity we choose allows our character 8
spheres for lesser access, we choose 5 of them. This deity
allows the use of blunt weapons - we choose the mace.
After buying the first spell rank, we decide our

Standard Character Advancement

of casting ability, but can now turn undead, has a lesser


To stay on the “generic” track, as the characters progress granted power, and another nonweapon proficiency. The
they each spend 5 CP per level on spell rank rogue has boosted his skills considerably, adding a
advancement, thief skill improvement, or investing in weapon proficiency and Backstab, and has obtained other
multiple attacks. The other 15 CP is used to grow their skills like Disguise and Escaping Bonds. They’re not
skill sets. supermen yet, but are all specialized in what they do.
At fifth level, each character has grown a lot, having At tenth level, they’ve received another 100 CP and all
earned another 80 CP to spend on improvement - the have many other skills - the mage and cleric had to spend
fighter is specialized in his weapon, has a style some of those points on getting greater sphere access, but
specialization, and a couple more weapon and still have plenty more to spend on other abilities. The
nonweapon proficiencies. The wizard has a specialty fighter’s goals of weapon mastery are expensive, but in
school, can use scrolls and other magic items, and is at reach, and the rogue is branching out into all sorts of
the 6th level of casting power. The priest is at the 5th level
exotic skills

.
Custom Character Generation Example

discretionary thief skill points to spread around, leaving


The last section was an exercise in generating characters us 12 CP. Our character needs to be able to ride a horse (2
similar to the standard AD&D classes. The benefit of this CP), and we buy into the Wilderness Craft tree for 5 CP.
system, of course, is that you can make a character that We don’t really have enough points left to buy many
can do a wide variety of things that cross traditional specific skills from that tree, but we may want to later,
“class” boundaries. and it fits his background.
For example, let us take the example of a character that Note that we could have taken Wilderness Craft as our
aspires to be a powerful warrior, born of sturdy barbarian other primary tree rather than Stealth, and then bought
stock. Yet he makes his living more often by stealth and the Wilderness versions of the various thief skills.
theft than not, much as Conan the Barbarian and Fafhrd, However, we decide that he probably learned the thieving
the erstwhile companion to the Grey Mouser in Fritz part of his skills in civilization (and we want him to be
Leiber’s Lankhmar tales. able to function well in cities while thieving, now and in
We will assume that we rolled up high Strength (18/76) the future) so we chose this combination of skills.
and Dexterity (16) befitting such a character, such that The remaining 5 CP can be saved for later - but we spend
STR and DEX based skills will cost 1 CP less because of it on raising his Riding rating on the grounds that his
the character’s high Prime Requisites. He only has an 8 people were fierce mounted warriors. His initial Riding
Intelligence, so will only get 3 extra CPs (three times his rating was 8, +3 for his 16 DEX = 11. It costs us 4 points
Bonus Proficiencies for Intelligence). So we start with to raise the rating 2 points (because it's between 10 and
203 CPs. 15, see the "Improving Skills" section) - so we are almost
First, we decide that the character should be human (0 out of CP after getting his Riding rating to 13. At the end,
CP) and possess a savage alertness form his wild heritage the character has one CP left we save for use during play
(Alertness trait, 6 CP). Then, we buy from the required as an emergency reroll (cf. S&P p.7).
skill tree - we want a super warrior, with warrior THAC0 So, at first level we have a beefy warrior with only one
(40 CP) and saves (30 CP), and d12 hit dice (50 CP). We weapon skill, and three thief skills. Not bad, but not a
take a worse XP table (Wizard, 10 CP) to make up the world-shaking character (yet).
points - 130 CP total from the required tree. As time progresses, our character (we’ll name him
We have already spent 136 CP, and have 67 CP Aethelred after the Saxon king) spends some time as a
remaining to build our character. Since we know we’ll be mounted guardsman and occasional thief in a port city.
taking a lot of skills from both Melee Combat and He reaches 4th level in a couple years, and is becoming
Stealth, we pay 12 CP to get the Stealth tree as a primary, more battle-seasoned from his combat against humanoid
and 20 CP (twice the normal buy-in cost) to get Melee and bandit incursions in the hills.
Combat as another primary tree. Over this time, he has gained 60 CP. Although he has
That leaves us with 35 CP to buy skills. Not much at this progressed a little more slowly than would otherwise be
point - we get Move Silently (9 CP, 10 -1 for a high expected due to his XP progression table, those d12 Hit
DEX), Climb Walls (4 CP), and proficiency in the Dice have brought him through his experiences intact.
broadsword (9 CP). We don’t like how close we’re Aethelred has added 50 points to his thieving skills (20
getting to our limit, so decide to go back and take a CP) and has both expanded his skill in weapons from the
couple disadvantages - a mild Phobia: Crowds (4 CP) andbroadsword to the tight group of medium swords (10 CP
a mild Phobia: Magic (8 CP) to reflect his outdoor, incremental cost) and has specialized in his trusty
primitive upbringing. So we now have 25 CP left to broadsword (22 CP total, weapon of choice + expertise +
spend around. specialization). Long weeks spent in those hills have also
We spend 4 CP on Detect Noise and another 8 on 20 taught him the art of surviving in that climate (Survival, 6
CP). His Initial Rating in Survival (6) is not good clutching a fragment of his ship, which was burned to the
because of his low INT and WIS, so we spend the last waterline by three or four well-placed 15d6 fireballs.
two points to make it 8. He makes landfall and swears revenge on the archmage.
Over the next year, he tires of the constant fighting of Over the next couple years he quests to find out the
guard duty and takes a job as a private bodyguard in the identity, location, and powers of the wizard in question,
city - this also affords him an opportunity to hone his and makes his way across the continent in a series of
thieving abilities further. He manages to minimize his adventures. He makes a living as a warlord, a caravan
trouble with crowds by working largely at night. He guard, a bandit - then meets up with a group of
th
reaches 7 level (another 60 points), and spends 30 CP adventurers also questing against the wizard in question.
on the next rank of multiple attacks and 6 on another 15 The group of adventurers defeats a dragon in its lair,
thieving points. He is now pretty good about sneaking hoping to use its hoard as both a lure for the mage (whom
around the city, and when he gets caught, his broadsword they’ve learned is greedy to a fault) and for its powerful
is a formidable ally, with his Strength and specialization magic to use against the mage. Though Aethelred does
(he’s getting 2 attacks a round at a THACO of 11 and a not like magic much, he sees the reasonableness of this
+6 damage bonus). He has also purchased Backstab for course of action - he leaves the funkier magic to his
10 CP and Hide in Shadows for 9 CP - those guards neverteammates, only taking a magical shield for himself.
hear him coming, and double damage drops them like As the party prepares to confront the archmage,
flies. He also buys into the Craftsman tree for 5 CP, Aethelred is 12th level. He takes shield proficiency (10
mainly so he can perform quick fixes on his weapons and CP) and Weapon and Shield style specialization (10 CP),
armor when the need arises. dropping his AC considerably. He brings his skills of
Well, this sort of behavior eventually gets Aethelred in stealth to their fruition with 25 points worth of thief
trouble with the law, and he ends up fleeing town on a discretionary skills (10 CP), and takes the Ambush skill
ship headed to sea. He discovers he’s taken refuge with a (10 CP) in expectation of their trap.
group of pirates, and joins up for a life of freebooting and Should Aethelred survive this encounter, he will move on
fun on the high seas. into the realms of legendary heroes - as he continues he
th
In a couple years Aethelred is 10 level (another 60 CP) -can master his weapon, perfect his thief skills, and begin
a dreaded scourge of the seas, he has learned the arts of learning powerful skills from the High-Level Campaigns
seamanship (Sailing tree for 4 CP, Seamanship for 5 CP, rulebook. He may well determine that the reins of
and Navigation for 5 CP). He has honed his fighting rulership are his destiny, beginning with the land he will
skills to a razor’s edge - another 30 CP gets him to the liberate from the archmage’s dictatorship and thence
top rung of the multiple attack chart. He buys Rope Use wherever his warband will venture.
for 4 CP and develops a keen eye for the value of treasure Aethelred is not as skilled in warcraft as he would be if
(Appraisal, 3 CP). He also takes a new weapon he had concentrated solely on combat. He’s not near the
proficiency (9 CP) in the belaying pin (they come in thief that a 12th level dedicated thief would be either. But
handy when boarding ships). he is very good at both, and as his situation in life
About this time he and his crew make the mistake of changed he was able to quickly adapt and learn the skills
overtaking and trying to board a vessel carrying an that suited the needs of his harsh life.
archmage to a meeting in the East. Paralyzed by his fear
of the resulting magical display, Aethelred is left

Reconciling Classes

somewhere.
So, you’ve decided to use this system for you next Skills Don’t lose heart - here are some conversion rules.
& Powers campaign. Then you start thinking about all Levels are the same as levels ever were - so if a spell or
those spells and magic items and obscure rules that item or ability affects a character, use their overall level
specify characters’ classes in their description to calculate its effects. Some level-related abilities, like
spell casting level, are handled explicitly by these rules. If a character has another tree as their primary (e.g. Joe
If a character has a primary tree of Combat (Melee, the Sailor) then count them as none, or make a DM fiat to
Missile, or Unarmed), treat them as a warrior. If their whichever class the character most resembles. You
primary tree is Holiness, treat them as a priest. Stealth is should be asking yourself, however, do these class-
for rogues and Wizardry is for wizards (Psionics, for specific effects make any sense? What is the spell, effect,
psionicists…). For the purpose of maximum classes for or rule trying to get at? If the intent is, for example, that
demihumans, you may want to collapse relevant classes spellcasters are resistant to a specific spell, treat anyone
(Druid into Priest, Bard into Rogue) and take the more with spellcasting ability as resistant. Use common sense,
generous of the two limits. and be generous but fair in your interpretation.

Appendix A - Classless NPCs


NPC Generation

what their Intelligence gets them - usually enough for


Character points can also be used to generate non- a low level of Agriculture or Endurance (for all that
player characters easily. Leveled NPCs can and heavy lifting). Only a society's real drudge workers fit
should be built under this system just as PCs are, into this category.
using a base of 200 CPs. This number of character Tradesman - 10 CP
points, however, is a reflection of the fact that player
characters (and leveled NPCs) are somehow special - A tradesman is the "standard" level 0 human. They
quicker to learn, blessed by the gods, and "larger than have a little training in their area of expertise, usually
life." Most everyday people do not have that wide a something out of the Tradesman skill tree (e.g.
variety of abilities. Agriculture, Stonemasonry). Specialized tradesmen
Here are some rules for generating "level 0" NPCs would have another primary skill tree (e.g. Sailing for
with a wide range of different skills. First, it's easier sailors, Wilderness Craft for hunters). The vast bulk
to use the Monstrous Manual statistics for level 0 of the populace is made up of this level of NPC.
humans and demihumans than to go to the trouble of Craftsman - 20 CP
assigning them Required Tree skills. If you wanted to
go to that trouble, a standard L0 human has Rogue hit A craftsman is a little more trained than most NPCs.
dice (20 CP), Warrior saves (30 CP), Rogue THAC0 They fill the role of providing specialty services to
(20 CP), and the Priest XP table (30 CP), for a 100 others, usually something out of the Craftsman skill
CP base cost plus racial bundle. Since races with tree (and something out of the Stealth tree for
higher racial bundle costs are usually much longer- crooked ones). Merchants, government officials,
lived than humans, it's convenient to simply give church administrators, and others who have received
them the default racial bundles ignoring the some amount of actual job training also fall into this
additional cost, assuming that the demihumans are category.
getting some CP bonuses for being around for Professional - 30 CP
centuries. So now you start out with an unskilled L0
human or demihuman. Professionals are those NPCs with a good amount of
Due to the vagaries of intelligence, chance, and training required for their work. Professional soldiers
situation, some L0 people are more skilled than fit into this category (not levies or the average barely
others are. Here are the common levels of skill found trained soldier), as do thieves' guild members,
in NPCs. All NPCs also get bonus CP for Intelligence common priests, and other generally prominent local
just as PCs do. Note that most skilled NPCs will NPCs.
spend a number of these points on improving their Master - 40 CP
skills' Initial Ratings - no one is going to make a good
living as a farmer with the base Agriculture rating of Masters are usually skilled enough that their name is
7, for example. known across a given municipality. Masters of an art
Laborer - 0 CP or craft, renowned soldiers (usually officers),
entrepreneurs, ship's captains, local leaders, and
A common, untrained laborer has no skills except others with a high degree of skill qualify as masters.
Sage - 50 CP class knowledge in other areas - an Olympic athlete, a
military general, or a head of state. Higher levels of
A sage has a great deal of knowledge in their subjects NPC skill are possible, but usually only in leveled
of choice, as much as is usually found of normal NPCs.
people. This category obviously includes the
traditional sage, who has spent their life studying
certain subjects, but also includes those with world-

NPC Advancement
Leveled NPCs advance as they gain experience, using the same rules that PCs do. There is no set formula for this
advancement - assume that NPCs who are as active as your PCs gain experience at approximately the same rate as
the PCs. More sedentary NPCs will gain at a lesser rate, and perhaps never progress past low- to mid- levels in
their entire lives.
Even Level 0 NPCs, however, should be expected to advance somewhat in their skills over time. This advancement
is slow, but will provide a realistic level of improvement for level 0 NPCs that PCs interact with over long periods
of time.
Level 0 NPCs should gain 1 CP every 1-2 years. This is only an average - some will learn more quickly, especially
younger NPCs, and should gain a couple CP a year. Some will learn more slowly and improve little if at all ("I was
here at this inn a decade ago, and your cooking still stinks!"). Training, local events, and even interaction with PCs
can do much to accelerate this rate. Remember that this kind of skill progression should not rival that which actual
leveled PCs or NPCs experience.

Appendix B - Level 0 PCs

The PC then begins play with these skills. The player


Some players and DMs enjoy beginning their should roll hit points according to the level of Hit Die
characters even earlier in life, before they have they purchased with their 100 CP. Play proceeds as
gained the considerable battery of skills that form a normal - the DM simply takes care to scale the
first-level player character. It can give players adventures such that a level 0 character can succeed.
additional depth and reasoning behind their selected The Level 0 PC needs a total of 1000 XP to reach
skill set, creating a more realistic and enjoyable first level. For each 10 XP they gain, they earn a
character. Here is a set of optional rules for level 0 character point. Thus, after gaining the entire 1000
PCs using the classless character point system. XP and reaching first level, they will be a normal 200
Zero-level PCs begin with 100 character points, plus CP character (they began the process with 100 CP,
the CP bonus for high Intelligence. From this number remember).
they should purchase their Racial Abilities and During this period, the character can purchase skills
Required tree abilities. They can start low in the from skill trees as usual. Additionally, they can
Required tree (40 CP minimum), because they can upgrade their Required Tree skill purchases by simply
improve those skills before they reach first level, after paying the differential costs involved - for example,
which they are fixed for life according to the rules for going from Rogue Hit Dice (20 CP) to Priest Hit Dice
the Required skill tree. Any leftover CP can be used (30 CP) should cost 10 CP. Reroll hit points if the
to purchase other skills from early childhood, or character's Hit Dice improve (the character should
saved for use during level 0 play. Players should never lose hit points, however).
purchase all the skills they will want from the Racial Remember that skills take time to learn - about a
Abilities section at this time, as they will not be able week per character point of dedicated training,
to revisit that section later. At this point the character according to the rules. Depending on how much of
also gets their bonus CP for high Intelligence. the character's skill improvement is self-achieved and
how much is due to expert instruction, the Level 0 would, fair recompense for the additional work done
phase of the PC's career should take at least 1-2 years, and experience gained. In all other ways, the
even longer if they are slow at gaining XP or goof off characters grown from level 0 are identical to
instead of training. ordinary leveled characters in all respects, with the
When the character reaches first level, they should only exception being the increased sense of
get the usual 20 CP award for gaining a level. This understanding and ownership the player has of their
means that PCs played up from level 0 will start with character after the experience
20 CP above what ordinary first-level characters

You might also like