F-J Proficiencies

Back to Non-weapon Proficiency List

Falconry: This is most properly the Animal Training (Falcon) proficiency. A character with this proficiency is an expert in training and handling falcons, enabling him to teach them tricks and tasks (This proficiency also allows the training of hawks at a -1 penalty. Owls are a separate proficiency and can be trained at -2).
A character can teach a falcon 2d4 (2-8) tricks or tasks in any combination. It takes 2d6 weeks to teach the falcon a trick, three months for a task. At the end of a training period, the character makes a proficiency check. If the check succeeds, the falcon has learned the trick or task. If the check fails, the falcon is incapable of learning more.
If not using falconry training equipment (see Chapter 7), the success roll required for training is penalized by -2.

Fasting: This proficiency allows a character to go long periods without food, though liquids are still necessary. Any amount of time under one week spent fasting causes no ill effects to the character. At one week, a proficiency check is required. Success means that the character suffers no ill effects and loses 5 lbs. Failure means that the character temporarily loses one point from Strength and Constitution as well as 10 lbs. The character’s weight will not fall below 15 lbs per foot of height.
At the end of each week after the first, the character must make a proficiency check with a cumulative -1 penalty. If the character’s Strength or Constitution falls below 1, the character dies. Once the character is able or decides to end the fast, he must begin to eat slowly. Each day following the fast, the character recovers one point each of Strength and Constitution, and may only eat normally once fully recovered. Lost weight may be regained after this time if desired.
This skill is most often used in religious and mystical situations. Any character who chooses to fast before performing some sort of religious or mystical activity gains a +2 bonus (where applicable) per week spent fasting.

Fast-talking: Fast-talk is the art of distraction and conning NPCs. If a successful proficiency check is made, the fast-talker weaves a successful scam. Modifiers are based upon the Intelligence and Wisdom of the NPC target as shown below. DMs may also introduce modifiers according to the difficulty or plausibility of what the character is attempting, as well as the racial preferences of the target character.
Modifiers are cumulative. Targets of Intelligence 3 or less are so dim that attempts to fasttalk them fail automatically because they cannot follow what is being said. Targets with Intelligence of 20 or more or Wisdom of 19 or more are impervious to fast-talking.

Target’s Intelligence Modifier Target’s Wisdom Modifier
3 or less NA 3 or less +5
4-5 +3 4-5 +3
6-8 +1 6-8 +1
9-12 0 9-12 0
13-15 -1 13-15 -1
16-17 -2 16-17 -3
18 -3 18 -5
19 -5 19+ NA
20+ NA

Feign Sleep: People who pretend to be sleeping seldom do it right. However, most people don’t how how to tell the fakers from those really asleep. Characters with this proficiency are trained to feign sleep accurately and to determine when others are feigning sleep.
This skill is of special use to characters on guard duty and those infiltrating a secure site. A ninja will use this skill when listening to seemingly sleeping guards and guests. If he detects one who is breathing wrong, he can take steps to capture or silence the faker. Likewise, a character can use this skill to convince an intruder that he is truly asleep, so that he can creep up on the intruder from behind when his back is turned.
Acting proficiency can convey the ability to feign sleep, but the Acting check is made at a -4 penalty.

Fey Lore: This is the knowledge of the fey folk and their ways. A character can use this proficiency to discern what sort of faerie would lurk in a specific area or terrain, whether or not an item was made by the fey folk, or simply to gather some clue in dealing with such creatures in a diplomatic manner.

Fire-building: A character with fire-building proficiency does not normally need a tinderbox to start a fire. Given some dry wood and small pieces of tinder, he can start a fire in 2d20 minutes. Flint and steel are not required. Wet wood, high winds, or other adverse conditions increase the time to 3d20, and a successful proficiency check must be rolled to start a fire.

Fishing: The character is skilled in the art of fishing, be it with hook and line, net, or spear. Each hour the character spends fishing, roll a proficiency check. If the roll is failed, no fish are caught that hour. Otherwise, a hook and line or a spear will land fish equal to the difference between the die roll and the character’s Wisdom score. A net will catch three times this amount.
Of course, no fish can be caught where no fish are found. On the other hand, some areas teem with fish, such as a river or pool during spawning season. The DM may modify the results according to the situation.

Folklore: Characters with this proficiency are well versed in the fables, myths, rumors, and legends of one geographic area (Sword Coast, Moonsea, Dalelands, Cormyr, etc.), unlike the local history proficiency, which only deals with facts. Folklore can be true, or not. Folklore can be used also to deduce very vague information about the inhabitants (both civilized and monstrous) of the chosen area in terms of history (what tales are told, what is remembered), religion (what the folklore explains or which god is responsible), and culture (how the tale is told, who are the foes in folk tales).
If the character also has local history for the same geographic area, both proficiencies gain a +1 modifier when attempting to gain information in that area.

Foraging: By using this proficiency, a character can search a wilderness area to locate a small amount of a desired material, such as a branch suitable for carving into a bow, enough kindling to start a fire, a medicinal herb, or a component required for a spell. The character must spend 2-8 (2d4) hours searching, and the material must theoretically be available in the area being searched (for instance an icicle isn’t available in the desert, nor dry kindling on the ocean floor). The DM doesn’t confirm if the material sought is actually available until after the character has searched for the designated period. If the DM decides the material isn’t in the area, no proficiency check is necessary; he merely reveals that the search was in vain.
If the DM decides the material is indeed available, a successful proficiency check means the character has found what he’s been looking for. As a rule of thumb, the character locates no more than a handful of the desired material, though the DM may make exceptions (if searching for a few leaves of a particular herb, the character may instead find an entire field).
If the check fails, the material isn’t found. The character may search a different area, requiring another 2-8 hours and a new proficiency check.

Forgery: This proficiency enables the character to create duplicates of documents and handwriting and to detect such forgeries created by others. To forge a document (military orders, local decrees, etc.) where the handwriting is not specific to a person, the character needs only to have seen a similar document before. To forge a name, an autograph of that person is needed, and a proficiency check with a -2 penalty must be successfully rolled. To forge a longer document written in the hand of some particular person, a large sample of his handwriting is needed, with a -3 penalty to the check.
It is important to note that the forger always thinks he has been successful; the DM rolls the character’s proficiency check in secret and the forger does not learn of a failure until it is too late.
If the check succeeds, the work will pass examination by all except those intimately familiar with that handwriting or by those with the forgery proficiency who examine the document carefully. If the check is failed, the forgery is detectable to anyone familiar with the type of document or handwriting, if he examines the document closely. If the die roll is a 20, the forgery is immediately detectable to anyone who normally handles such documents without close examination. The forger will not realize this until too late.
Furthermore, those with forgery proficiency may examine a document to learn if it is a forgery. On a successful proficiency roll, the authenticity of any document can be ascertained. If the die roll is failed but a 20 is not rolled, the answer is unknown. If a 20 is rolled, the character reaches the incorrect conclusion.

Fortune Telling: With this proficiency, characters know a variety of methods for divining the future — and they are all fake. Humanoids with this skill employ odd-looking devices, sonorous oratory, or other methods to convince others that they are authentic soothsayers. Common methods include cards, palm reading, counting bumps, casting runes, examining animal entrails, and more. Humanoid fortune tellers put on a good show, then proclaim whatever prediction they want. This is done to gain money from the gullible, to impress other humanoids, or even to substitute for a true diviner when none are available. Humanoids are extremely superstitious, after all, and many tribes are happy to have the services of a fake when no true shaman is available. Without the fortune teller, many tribes might be paralyzed by their fear of the unknown.
A successful proficiency check indicates that the target believes the fortune. If it fails, the sham is discovered or the fortune is simply not believed. Failure for a character trying to convince his tribe of his powers could prove deadly — for the fake! The fast-talking modifiers can be used if the DM desires. Note that PCs are never forced to believe a prediction regardless of the roll.
If the character calls the number on his d20 roll before rolling his check, then the prediction made by the fortune teller actually comes true.

Fungi Recognition: A character with this proficiency is able to tell edible fungi from the poisonous or unwholesome varieties. Approximately 50% of underground fungi are poisonous. They may cause an upset stomach or be so poisonous they cause death. It is impossible to harvest edible fungi without the fungi identification proficiency.
If the character has plenty of light and an opportunity to study the fungus in question closely for 10 minutes, no proficiency check is required. If he is unable to see the fungus properly, often the case when using infravision, or has to make a hasty decision about edibility, a proficiency check must be made.

Gaming: The character knows most common games of chance and skill, including cards, dice, bones, draughts, and chess. When playing a game, the character may either play out the actual game (which may take too much time for some) or make a proficiency check, with success indicating victory. If two proficient characters play each other, the one with the highest successful die roll wins. A character with gaming proficiency can also attempt to cheat, thus gaining a +1 bonus to his ability score. If the proficiency check for the game is 17 to 20, however, the character has been caught cheating (even if he won the game).

Gardening: Unlike agriculture, which is concerned with planting crops and running a farm, gardening is a specialized proficiency. Gardening is used to plant and care for a single small grove or garden in a particular area. Rather than food or cash crops, gardening concerns itself with tending rare flowers, herbs, and endangered trees. Knowledge of gardening may be used to identify problems that affect plants: plant diseases, harmful insect infestation, lack of essential nutrients and scarcity of water, for example. Gardeners know how to rectify problems they can identify. Any garden under the care of a gardener produces to its maximum capacity so long as the means to alleviate any problems are available. Defilers use the gardening skill to assure themselves of ready power.

Gem Cutting: A character with this proficiency can finish the rough gems that are discovered through mining at a rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of nonproficient characters. A gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and specially hardened blades.
Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful (as determined by a proficiency check), the gem cutter increases the value of a given stone to the range appropriate for its type. If a 1 is rolled, the work is exceptionally brilliant and the value of the gem falls into the range for the next most valuable gem (the DM has the relevant tables).
Any character who fails a gem cutting roll cuts the gem, but does so poorly and reduces its value to the next lower category. A character who rolls a 20 when cutting a gem splits it in half and ends up with two uncut gems with a combined value one class lower than that of the original gem.
A dwarf with this proficiency may cut 2d8 gems per day instead of 1d10. He also has a greater chance of increasing the value of a gem. If a dwarf rolls a 1 or a 2 during cutting, he increases the value of the gem to that of the next most valuable class.

Genie Lore: Characters with this proficiency are versed in the nature and background of all geniekind, from the smallest elemental gen to the grandest noble pasha or caliph. They know the proper manner for greeting and conversing with a genie, in other words, the manner least likely to offend the creature. In contrast, other characters must rely on successful Charisma checks both initially and every time they commit a potential faux pas (in the DM’s opinion).
Characters who have genie lore also know the hierarchy and organization of geniekind. At a glance, they can tell whether a creature is a marid, djinni, dao, or efreeti. They can also say whether a creature they’re conversing with is noble or base.
If a genie is masquerading as a common human, a successful proficiency check reveals the ruse. If this check fails, perception is completely reversed from the truth. In other words, the genie seems definitely to be a common person, and a common person seems definitely to be a genie. A character with genie lore can perform only one check per “suspect.” The DM rolls this check separately and secretly (not revealing the true results). If an individual with genie lore has no reason to be suspicious, the check is made with half the usual proficiency score, rounded down.
Genie lore also enables a character to detect the work of genies, that is, the physical manifestation of genie spells, as well as items created by a genie’s spell-like abilities. The chance of success is limited. The character makes the proficiency check using half the usual score, rounded down. If successful, the individual may discern, for example, whether a wall has been constructed by genie-magic, whether a meal was summoned into being by a djinni, or whether a princess is enamored magically by the effects of a dao granted limited wish.
Genie lore does not enable a character to detect genies moving invisibly through the immediate area. Nor does it help the character see through an extraordinary disguise unless the genie is working some wonder of magic at the time

Geology: A character with this proficiency, is able to identify different types of rocks and minerals, including precious metals and gems. Though he cannot accurately appraise the value of such items, he can differentiate between ornamental, semiprecious, and precious stones, and can make an educated guess at the purity of any vein of precious metal. He is also familiar with underground formations and functions of the natural world related to this science, such as earthquakes, volcanic activity, and the processes involved in the creation of the various rocks and minerals. There are few dwarves who are not familiar with the basics of geology, and it is also a favorite with gnomes, especially deep gnomes. This skill adds a +2 bonus to all mining skill checks.

Giant Kite Flying: This proficiency is of use only to characters who intend to fly the unusual items called hifo washi (human eagle) and yami doh (man-sized kite). It is an expensive skill and difficult to master, so there are very few practitioners. Without this proficiency, a character trying to use a giant kite is certain to crash and do himself great harm, if not kill himself. Even with this proficiency, the character is very likely to do so.

Glassblowing: A character skilled at this trade can manufacture all kinds of glass containers, jars, or bottles. Creating symmetrical or precise pieces requires a proficiency check, but if a character is making items for usefulness instead of decoration, he can produce about 10 small containers, 5 medium containers, or 2 large ones in a day’s work. The character must have access to a specialized glazier’s workshop and furnace in order to make use of this skill.

Grooming, Animal: This character is adept at grooming a specific species of animal that must be chosen when the proficiency is taken. This can be used to increase the price of an animal for sale or simply to make the specific animal look and feel its best.

Grooming, Humanoid: This character knows how to make people look good or bad through the use of makeup, hair styling, and clothing. A character with the grooming proficiency can temporarily increase or decrease his or another character’s Appearance by 2 (to a maximum of 18 and a minimum of 3), affecting the reactions of those able to view the character. This improvement can last anywhere from an hour to a full day, depending on the character’s activity and the elements. This proficiency also gives a +2 bonus to Disguise proficiency checks.

Haggling: Check with the DM before taking this proficiency. While it enhances the flavor of the campaign, haggling may result in PCs spending too much time at the bazaar and too little time on the battlefield (or in other realms of high adventure).
The bazaar is a place of give and take, where steep prices are demanded and modest amounts are paid. The price list for equipment in Chapter 6 of the Al-Quadim Campaign Setting shows three amounts for each item. The first is the “asking price,” the second the “normal price,” and the third the “bargain price.” If the DM chooses to avoid all haggling, only the normal price applies. But if haggling is allowed, then all three prices come into play.
The asking price is just that, what a merchant typically asks for a given item when a buyer points it out. A poor haggler usually ends up paying that price. The bargain price reflects the most successful result of a haggling character, while the normal price reflects a middle ground, a sort of standoff or compromise between buyer and seller.
Here’s how the proficiency works in play. A buyer with the haggling proficiency, usually a PC, points to an item for sale and asks the price. (Prices are rarely posted.) Variations exist, but as a general rule, merchants are assumed to have the haggling proficiency too, with a Wisdom of 14 to back it up. (In other words, their haggling score is 14.) The PC makes a haggling check. The DM does the same for the merchant. Results are as follows:

  • If the buyer makes a successful check but the merchant doesn’t, the item will sell for the bargain price, usually with some complaint by the merchant. (“You are stealing from me! You remember that it was I who was so good to you when next you need supplies. Now, what else may I show you?”)
  • If both the buyer and the seller make successful checks, the merchant will not settle for less than the normal price, regardless of bickering.
  • If both the buyer and the seller fail their checks, the merchant won’t settle for less than the normal price (the “fine price,” the “excellent price,” the “price that barely feeds my wife and my ten sick children, a virtual killing!”).
  • If the buyer fails the check but the seller succeeds, the merchant will hold firm to the asking price, and no amount of haggling will change it. (“Hah! You insult me with your swine-headed ways! If you think you can get a better price, then go somewhere else! Now, what else may I show you?”)
    Lacking the haggling proficiency is the same as failing the proficiency check. For example, if the buyer lacks the proficiency, and the seller’s proficiency check fails, then the normal price applies. If the PCs are together, only one of them can haggle for a particular item; a merchant won’t begin anew with another player character. Further, the price of an item determined by haggling applies throughout the business day. Return attempts are useless until the next morning. If the character wishes to buy another item of the same type, the previous price automatically applies. A character can haggle for another kind of item right away, but could not, for example, attempt to buy a second waterskin that day from the same merchant for a better price.
    At the DM’s option, merchants may decide not to haggle with a PC who appears not to have the asking price in hand. (Why should merchants waste effort on a pauper who has no intention of buying?) “Let me see your silver” is a common response to a questionable buyer’s attempt to haggle.
    Bazaars are packed with all manner of goods, some rare and strange, such as armor imported from northern realms or an occasional coffee-pouring automaton. If an item is not listed in Chapter 6, the DM should set a normal price, add 50 percent to determine the asking price, and subtract 25 percent from the normal price to find the bargain price. For example, a set of fine crystalline cups might have a normal price of 100 gp. The asking price would be 150 gp, and the bargain price would be 75 gp.
    Haggling should enhance the flavor of adventures, with appropriate role-playing to supplement the proficiency checks. The DM should not allow it to dominate or otherwise slow the campaign.

Harness Subconscious: Through the use of this proficiency, a psionicist temporarily boosts his PSP total. To procure these extra PSPs, the psionicist’s PSP total must be at its maximum. Two full days (48 consecutive hours) must be spent gathering energy from subconscious reserves. At the end of this time, the psionicist makes a proficiency check. Success increases his PSP total by 20%, rounded up.
The extra PSPs remain available for 72 hours or until they are used up, whichever comes first. At the end of 72 hours, the psionicist loses as many PSPs as he gained from his current total (though the total won’t drop below 0).
During the 72 hours of boosted energy, the psionicist can’t recover PSPs if his current total equals or exceeds his usual maximum. Once all of the bonus PSPs have been used, PSPs can be recovered normally up to the usual maximum.

Healing: A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day.
If a wounded character remains under the care of someone with healing proficiency, that character can recover lost hit points at the rate of 1 per day even when traveling or engaging in nonstrenuous activity. If the wounded character gets complete rest, he can recover 2 hit points per day while under such care. Only characters with both healing and herbalism proficiencies can help others recover at the rate of 3 hit points per day of rest. This care does not require a proficiency check, only the regular attention of the proficient character. Up to six patients can be cared for at any time.
A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (the round after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No proficiency check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other action by the proficient character) and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn’t help). Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative).
A character with healing proficiency can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful proficiency check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain an additional +2 bonus to this check. A proficient character can also attempt to deal with magical diseases, whether caused by spells or creatures. In this case, a successful proficiency check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means.

Heart Feast: A product of an uncivilized environment, a character with this proficiency believes that the hearts of his enemies, if consumed, will provide him with strength and healing. The character must take 1 turn (10 rounds) to harvest and prepare the heart of a once-living foe. On a successful proficiency check, consuming the heart heals the character of 1d8 plus twice his character level in hit points. Only the character with this proficiency can benefit from a heart feast. A character can benefit from a successful heart feast no more than once every 4 hours.

Heat Protection: A character with the heat protection proficiency has learned to use clothing and personal pacing to optimize endurance against the rigors of desert heat. With a successful check, the character need only consume half the normal amount of water per day to avoid dehydration. In combat, the heat protection proficiency allows a character wearing metal armor to battle better and longer. A successful check each round allows the character to avoid the attack penalties for that round. In addition, when the character reaches his Constitution score limit to rounds of combat, a successful check will allow him to fight for five more rounds. This check can be made at the end of every subsequent five round period, but once failed, the character collapses from exhaustion.

Heraldry: The knowledge of heraldry enables the character to identify the different crests and symbols that denote different persons and groups. Heraldry comes in many forms and is used for many different purposes. It can be used to identify noblemen, families, guilds, sects, legions, political factions, and castes. The symbols may appear on flags, shields, helmets, badges, embroidery, standards, clothing, coins, and more. The symbols used may include geometric patterns, calligraphed lines of script, fantastic beasts, religious symbols, and magical seals (made for the express purpose of identification). Heraldry can vary from the highly formalized rules and regulations of late medieval Europe to the knowledge of different shield patterns and shapes used by African tribesmen.
The character automatically knows the different heraldic symbols of his homeland and whom they are associated with. In addition, if the character makes a successful proficiency check, he can correctly identify the signs and symbols of other lands, provided he has at least a passing knowledge of the inhabitants of that land. His heraldry skill is of little use upon first entering a foreign land.

Herbalism: Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. The DM must decide the exact strength of such poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains bonuses when using his healing talent (see the Healing proficiency).

Hiding: Hiding is the ability to instinctively select the best hiding place tinder nearly any condition. Humanoids who make successful checks can virtually disappear from view. Success is determined by modifiers based upon the Intelligence of the character being hidden from. This proficiency operates independently of any natural camouflage or hiding ability the humanoid might already have.

Opponent’s Intelligence Modifier
3 or less +5
4-5 +3
6-8 +1
9-12 0
13-15 -1
16-17 -2
18 -3
19 -5
20+ -7

Hold Breath: This proficiency helps a character hold her breath for extended periods of time. (See the rules in the Player’s Handbook, Chapter 14, for the amount of time a character can normally hold her breath.)
With Hold Breath proficiency, a character can hold her breath for half her Constitution score in rounds (rounded up). If the character is exerting herself, this time is halved (again rounding up). When attempting to hold her breath beyond this time, the character rolls the usual Constitution check each round. The first check has no penalty, but each subsequent check takes a cumulative -1 penalty. Once a check is failed, the character must breathe; if she cannot reach air, she dies.

Horde Summoning: Though a character may spend the slots to acquire this proficiency at any point in his career, he may only use it when he reaches 10th level. The profiaency enables him to summon a horde of like-minded characters to carry out a specific mission.
The character may only summon a horde in his homeland. Only members from his homeland will join the horde. No evil-aligned members will respond (unless the character is evil-aligned).
To summon a horde, the character must meet the following conditions:

  • He must state a clear and specific mission for the horde, such as ”Defend our homeland from invasion,” “Gather food for our starving neighbors,” or ”Drive the ogres from the forest.”
  • He must designate a staging area in his homeland where the horde will gather.
  • He must remain in his homeland for a week to spread the word of his intentions.
    At the end of the week, he makes a proficiency check If the check fails, the horde fails to respond. He may spend another week attempting to rally a horde, making a second proficiency check at the end of this period, this time at a -3 penalty. If the check fails a second time, he cannot rally a horde for a period of one month.
    If the check succeeds, the horde begins to assemble in the staging area at the rate of 500 men and women per week. The total number of members is equal to the summoner’s experience point level divided by 2,000. (If the summoner has 1,500,000 experience points, the horde consists of 750 members; 500 arrive the first week, 250 the second week.) The number of members can’t exceed the eligible population of the summoner’s homeland.
    Approximately 90% of the horde consists of 0-level fighters. The remaining 10% consists of 1st-level fighters. The horde also includes one aide for every 500 members, rounded up; the aides have one-half the level of the summoner (rounded up) and should be the same class as the summoner. Additionally, each aide has two assistants; the assistants have one-half the level of the aides (rounded up) and may be any class of the DM’s choice. Finally, the DM may include one wizard or priest per 1,000 members (rounded up); these characters have half the level of the summoner. (Example: A 14th-level warrior with 1,500,OO experience points summons a 750-member horde. The horde consists of 675 0-level fighters, 75 1st-level fighters, two 7th-level aides, four 4th-level assistants, and one 7th-level priest.)
    The horde tries to fulfill its mission to the best of their ability. The summoner may not change the mission. If he attempts to do so, the horde immediately disbands and the members return home; the original mission fails. Likewise, if the horde remains inactive for more than two weeks, the members desert; again, the mission is a failure.
    Otherwise, the summoner can hold the horde together for a period of weeks equal to his level. Controlling the horde is a full-time job. During this time, the summoner is constantly required to settle disputes, assign duties, and punish the disobedient. Though his aides can handle many of these chores, the ultimate responsibility belongs to the summoner. In any given week that the summoner fails to devote his full attention to his horde, he must make a proficiency check. If the check fails, the horde disbands and the mission is a failure.
    If the mission hasn’t been completed in a number of weeks equal to the summoner’s level, and the horde is still intact, the summoner may appeal to the horde to stay together longer. The summoner must make a proficiency check; if the horde is on the verge of success or they’ve managed to accumulate substantial treasure, the DM may modify the check by as much as +4. If the proficiency check succeeds, the horde remains intact for another week. If the check fails, the horde disbands and the mission fails. No horde may stay together for more weeks than 150% of the summoner’s level, rounded up. (Theoretically, a 13th-level summoner could keep a horde together for 20 weeks. Note, however, that this would require successful proficiency checks for seven weeks in a row.)
    If the horde disbands after a successful mission, the summoner will have a better chance of rallying them again; for the next year, he receives a +2 bonus when summoning a horde. But if the mission fails, his reputation suffers; he must wait a full year before he can attempt to summon another horde.

Hunting: When in wilderness settings, the character can attempt to stalk and bring down game. A proficiency check must be made with a -1 penalty to the ability score for every nonproficient hunter in the party. If the die roll is successful, the hunter (and those with him) have come within 101 to 200 yards (100+1d100) of an animal. The group can attempt to close the range, but a proficiency check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the DM.

Hypnotism: With this proficiency, the wizard can hypnotize another character, placing him into a relaxed state in which he is susceptible to suggestions. The subject must be willing and must know he is being hypnotized. Only human, demihuman, and humanoid characters may be hypnotized, and the hypnotist and subject must be able to understand one another’s language.
It takes about five minutes to hypnotize someone in a reasonably calm or peaceful environment. Once hypnotized, the subject is willing to do almost anything that isn’t very dangerous or against his alignment. However, a hypnotized subject can be fooled into thinking he’s doing one thing when he’s actually doing something else. Hypnotism can have the following effects:
A character can be induced to remember things he has forgotten by reliving a frightening or distant event.
A character can be made calm and unafraid in the face of a specific situation that he has been prepared for, gaining a +2 bonus to saving throws versus fear effects or morale checks.
A character can be cured of a bad habit or addiction (but not of curses, physical diseases, or magical afflictions.)
Hypnotism can’t increase a character’s attributes, give him skills he does not normally possess, let him do things that are beyond his capabilities, or give him information he couldn’t possibly know. As a guideline for adjudicating effects, the hypnotism proficiency is substantially weaker than magical commands or directions, such as charm person, command, or hypnotism. Spells magically compel a person to obey the caster’s will; a well-phrased hypnotic command is nothing more than a strong suggestion.

Illithid Sense: Illithid sense gives the character a chance to integrate subtle clues, spoor, “tunnel vibrations,” and even psychic emanations, that indicate the presence of illithids within 200 feet. This proficiency functions passively; whenever a character comes within 200 feet of an illithid in an underground setting, the DM secretly rolls a check at the -4 modifier. If successful, the character becomes aware of nearby illithid activity, but not the distance or the direction. Once a check is failed, the DM does not roll for another passive check for a minimum of 1 hour, or until the DM deems that some obvious clue of illithid presence has been overlooked by the character. A character can also choose to make an active check for signs of illithid activity (no more than 1/hour). The conscious check takes a full 3 rounds to accomplish but is made at only a -1 modifier to the character’s Wisdom.

Illithid Track: Normally, non-rangers find it difficult to track creatures even with the tracking proficiency (since non-rangers suffer a -6 penalty to their proficiency check). Thankfully, psionicists developed their specialized version of tracking designed specifically to find illithids. This proficiency in no way confers the ability to track other types of creatures.
Characters with the illithid tracking proficiency can follow mind flayers across most types of terrain. Besides the modifier listed above, all the modifiers listed on Table 39: Tracking Modifiers in the Player’s Handbook also apply.
To track an illithid, a character must first find the trail. lllithid sense is ideal for discovering the track; however, if mind flayers have been through an area within the hour (or if an eyewitness report or other strong evidence is available), an illithid track proficiency check is rolled to discover the trail. A failed check means that no track is found.
If the trail is found, additional checks are made if the terrain significantly changes, a second track (of any creature type) crosses the first, or the character resumes tracking after a halt to rest, eat, fight, etc.
Once a tracker fails a proficiency check and loses a trail, another check can be rolled after spending at least one hour searching the area for new signs, or after a successful illithid sense proficiency check. If more than one character is following a trail, a +1 bonus modifier is added to the most adept tracker’s check.

Information Gathering: Through the use of this proficiency, a humanoid character can gain information about a specific person, place or thing. In appropriate circumstances, a character will be aware of major rumors circulating around a roguish or humanoid area. With a successful check, specific information can be gleaned.
The following modifiers adjust the check: Characters’ reaction adjustments (based on Charisma) will benefit or penalize the roll, assuming contact with intelligent beings is involved in the search.
Thieves’ guild members receive a +2 bonus as they have the resources of the entire guild at their disposal. Similarly, outside of towns and cities, certain humanoid characters may receive the same bonus if they have similar contacts (satyrs and swanmays have woodland creatures, a goblin may be able to get information from a goblin tribe, etc.).
When outside friendly territory, specific information suffers at least a -3 penalty.
Money or treasure is required. Any time a proficiency check is required to gather information, the character must make a small investment of money or treasure or suffer an additional penalty of -3. Humans prefer money, and a total of 1d10 gp is typical. Other races may want some other type of treasure (food, magical item, shiny trinket, etc). The investment is lost whether or not the desired information is found.

Inquisitor: Inquisitors are experts in arguing the canon of their faith with others. They are well-versed in every doctrine of their faith, and know every rule and observance by heart. A priest with this proficiency can cross-examine a subject who claims to follow the priest’s religion, to see if it is truly so.
Whereas the religion proficiency grants knowledge of other religions, the inquisitor proficiency focuses on one religion only, and all of its tenets, history, and legends. This includes an understanding, though not an acceptance, of any splinter faiths of that religion.

Intimidation: This proficiency allows characters to bend others to their will through fear tactics. NPCs who are intimidated are quite likely to do as they are told. They are also very likely to harbor much resentment against the character that intimidates them. NPCs will keep their resentment hidden until the first opportunity to avenge their pride arises.
Intimidation can be attempted with either Strength or Charisma. Strength indicates a threat of immediate bodily injury. Charisma uses more subtle threats which need not be physical in nature. Player characters are never required to submit to intimidation.

Intrigue: The proficiency is well-practiced in the haunts of the aristocracy (courts, temples, and universities). Through the use of this skill, a character can learn the current politics of the area and practice some subversion to gain his own political agenda. Whenever he has dealings with another person for purely political matters, he must attempt a proficiency check. A successful roll gives the character a hint from the DM on the result of his machinations. He might learn that he has succeeded in securing the loyalty of another’s underling or barred another from rising in station. A failed roll often gives misinformation; the character might think he has achieved some success but in actuality has fallen from a superior’s grace or insulted the wrong person and hindered his schemings. In all instances of a character using this proficiency, the roll should be made secretly by the DM.

Investigation: This is the art of discovering the truth through careful examination of a problem or situation. A character with this skill is familiar with the process of interviewing or interrogating witnesses, searching scenes for clues or information, and the general execution of a logical and thorough investigation. Priests who are associated with the local government may be called upon to solve common crimes against the state, while other priests may be inquisitors or theological investigators.
The DM may allow the PC to attempt a proficiency check when the player is missing an obvious line of inquiry or step of deductive reasoning, although this should be a rare use of this ability. An investigation proficiency check can also be used to discover clues at the scene of a crime or to extract information from a witness or suspect.

Jewelry Making: A character with this proficiency is capable of producing works of jewelry, given the proper tools, workspace, and materials. Proper use of the proficiency requires a complete workshop. The building cost varies according to the character’s needs, but the tools involved are expensive and difficult to obtain. A basic set of tools costs from 2000 to 6000 gp, and more elaborate jewelry may require more exotic tools.
The time required to make an item varies and should be determined by the player and DM. After the allotted work time has expired, a proficiency check should be made. On a failed check, the item is flawed in some way that anyone with the appraising proficiency can detect and is worth only the cost of materials. If a natural 20 is rolled, then the piece is ruined and the materials wasted. If the proficiency check is successful, multiply the cost of materials by 100% plus 10% for each point by which the check succeeded.

Jousting: This proficiency includes the combat skills necessary for a successful joust, as well as the manners, behavior, and flair needed to impress an audience. To take this proficiency, a character must first have a weapon specialization in the jousting lance.
A character with this proficiency modifies his attack rolls in a jousting match by +2. The use of this proficiency presumes that the character has an adequate lance, shield, and mount.
Should a character win a match, his stylish performance favorbly impresses the audience. Audience members with a special interest in the match (such as royalty, gamblers, or potential paramours) who later encounter the jouster modify their reaction rolls by +2. If he wins several matches in a tournament, the bonus doesn’t rise above +2. If he later loses a match or two in the same tournament, he still earns the bonus. However, if the jouster has an especially disastrous day—say, if he follows a winning joust with a long string of losses—the audience may dismiss the win as a fluke, and the DM may cancel the bonus.

Juggling: The character can juggle, a talent useful for entertainments, diversions, and certain rare emergencies. When juggling normally (to entertain or distract), no proficiency check is required. A check is made when trying spectacular tricks (“Watch me eat this apple in mid-air!”). However, juggling also enables the character to attempt desperate moves. On a successful attack roll vs. AC 20 (not a proficiency check), the character can catch small items thrown to harm him (as opposed to items thrown for him to catch). Thus, the character could catch a dagger or a dart before it hits. If this attack roll fails, however, the character automatically suffers damage (sticking your hand in the path of a dagger is likely to hurt).

Jumping: The character can attempt exceptional leaps both vertically and horizontally. If the character has at least a 20-foot running start, he can leap (broad jump) 2d6+his level in feet. No character can broad jump more than six times his height, however. With the same start, he can leap vertically (high jump) 1d3 plus half his level in feet. No character can high jump more than 1-½ times his own height.
From a standing start, a character with this proficiency can broad jump 1d6 plus half his level in feet and high jump only three feet.
The character can also attempt vaults using a pole. A vault requires at least a 30-foot running start. If a pole is used, it must be four to 10 feet longer than the character’s height. The vault spans a distance equal to 1-½ times the length of the pole. The character can clear heights equal to the height of the pole. He can also choose to land on his feet if the vault carries him over an obstacle no higher than ½ the height of his pole. Thus, using a 12-foot pole, the character could either vault through a window 12 feet off the ground (tumbling into the room beyond), land on his feet in an opening six feet off the ground, or vault across a moat 18 feet wide. In all cases, the pole is dropped at the end of the vault.

F-J Proficiencies

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