Proficiencies and Languages

The following is a list of skills (Non-Weapon Proficiency) available

  • Fighters get 4 weapon and 2 non-weapon proficiencies
  • Clerics get 2 weapon and 3 non-weapon proficiencies
  • Mages get 1 weapon and 3 non-weapon proficiencies
  • Experts get 2 weapon and 3 non-weapon proficiencies. They get an additional five skills from the exclusive expert list.
    Your intelligence bonus provides extra non-weapon proficiencies
    (Int 8 is +1, 10 is +2, 12 is +3, 14 is +4, 16 is +5, 17 is +6 and 18 is +7)

Everyone gets an additional proficiency of both types at the level of hero, superhero, and lord, (4,7,9)

Each non-weapon proficiency may be spent to learn a language or gain a skill at skilled. When you gain a non-weapon proficiency at the levels of hero, superhero, or lord, you may use it to raise any skill by one level (skilled to expert, or expert to master)

Weapon Proficiency

Attacking with a non-proficient weapon gives a -4 penalty.
Become proficient with the weapon allows you to attack with no penalty.
Spending a second weapon proficient slot and becoming focused with the weapon grants you a +2 bonus to hit.

Fighters only
Fighters may spend a third weapon proficiency slot on a weapon at level 4, to specialize gain a +2 to damage, and to attack 3 times every 2 rounds against the same opponents.
Fighters may spend a fourth weapon proficiency slot on a single weapon at level 7 to master a weapon. Their total bonus becomes +4 to hit and +4 to damage, and they can attack twice a round with it.

Non-weapon proficiencies

Expert skills only
Backstab: (Expert only) For doing additional damage in combat.
Listening: (Expert only) For gathering information behind closed doors.
Climb: (Expert only) Anyone can climb. This skill is for being able to move your normal speed along walls and ceilings, as well as climbing impossible slopes and surfaces.
Stonelore: (Expert and Dwarf only. Identification of slopes, new construction, sliding walls, pit traps depth underground and stonework.

Expert bonus skill list (Any classes may take these skills.)
Agility/Athletics: For resolving feats of derring do.
Alchemy: For the creation and identification of alchemical items.
Appraisal: For determining the value of objects in the dungeon.
Arcana: For the identification and use of out of class magic items (wands/scrolls, etc.)
Healing: For restoring hp to comrades after a battle.
Nature Affinity: For calming and working with animals. This also allows you to use your charisma to have animal companions in addition to henchmen.
Poison Use: Use, identify and treat poison.
Sleight of Hand: Picking pockets, palming, and other feats of prestidigitation.
Stealth: Hiding, Movement to surprise monsters, and taking a round to set up a backstab in combat.
Tinkering/Devices: Disarming traps on chests and doors and working with machinery.

Universal skills
Riding: Anyone can ride a tame animal. This allows you to break riding animals, ride animals into combat, and keep mounts under control.
Etiquette: Noble, criminal, etc.
Craft: e.g. blacksmithing, leatherworking, bowyer, fletcher, brewing
Profession: e.g. accountant, scribe, entertainer. carpenter, engineer
Perform: e.g. dance, musical instrument, etc.
Survival: urban, wilderness, mountain. (Underground is stonelore, expert/dwarf only)
Tracking: can track in an area where you have the survival skill
Lore: Fae, Hellion,
Gaming: dice, cards, etc.
Leadership: used to rally troops who have broken morale, and manage and increase morale among hirelings

(Note that their are fighting styles that can be learned as non-weapon proficiencies (karate, etc.) but they must be learned in game.)


Common is a trade tongue widely known. It is a pidgin language.
Carthian is spoken in lands northeast of the Aphotic Sea.
Umber is spoken by the northern tribes.
Pharon is spoken in lands south of the Ardent Sea, and is the tongue of your people.
Felgen is spoken in western wastes.
sign is a form of communicating in common using just your hands and gestures.
Gossamer is the tongue of the fairy creatures.
Lilliputian is the tongue of the tiny men and forest creatures.
Montus is the tongue of the sub-world, land beneath stone, and the creatures and horrors that live within.
Hellion is the language of the demi-men: hobgoblins, orcs, and bugbears.
Jotnar is the language of the giants, though now only a few know its secrets.
Ophidian is the ancient language of serpents, wyrms, and the mythical dragons.
Empyrean is said to be the language of the old gods, neither spoken nor written any longer.

Training Skills and Languages

It takes 1 month and 1,000 gold pieces to gain a skill at the level of Skilled. People who are
Skilled can take 3 months and pay 3,000 gold pieces to increase their skill to the level of
Expert. Finally, an Expert can spend 10,000 gold pieces and spend 6 months to increase their skill level to Master. During this time, they must train full time. A language can be learned by spending 1,000 gold pieces and it takes six months. Unlike skills, languages can be learned while engaged in other activities.

Champion (Domain) abilities
Once your character reaches hero level, they gain a champion (Domain) ability. You gain a second one at superhero level, a third at lord level, and an additional one for every 150,000 experience after that.


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