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List from Al Qadim

I have only put in the description of the relevant skills for the barber

TABLE 5: New Proficiencies


Proficiency Class No. of Slots Ability Modifier
Awareness Warrior, Rogue 2 Wisdom 0
Begging Rogue 1 Charisma 0
Bureaucracy Priest, Rogue 2 Wisdom 0
Debate General 1 Intelligence 0
Display Weapon Prowess Warrior 1 Dexterity 0
Genie Lore Priest, Wizard 1 Intelligence 0
Grooming Rogue 2 Dexterity 0
Haggling General 2 Wisdom 0
Metalworking General 1 Dexterity 0
Riding, Horse Specialization Warrior, Rogue 2 Wisdom +4
Riding, Camel Specialization Warrior, Rogue 2 Wisdom +4

Debate
Characters with the debate proficiency can hold their own during heated discussions, remaining quick-witted
and cool-tempered. They do not gain the ability to convince guards or holy warriors of their viewpoints,
however. Nor can they sway the thinking of unruly hordes or skeptical masses.
This proficiency does allow them to engage in meaningful arguments, impressing others with their mental
faculties. As a result, debaters gain a +2 bonus to encounter reactions. (See Table 59 in Chapter 11 of the
DMG.) When they’re attempting to smooth ruffled feathers, the bonus is subtracted from the result on the
dice. When they’re attempting to enrage another character with cheek and guile, the bonus is added to the
dice roll.
An individual with the debate proficiency is quite engaging. As a result, a character verbally battling one-on-
one with such a debater is less watchful of his or her surroundings. Pickpocket attempts against that character
are at +5 percent, the character’s initiative is at +3, and the character’s ability or proficiency checks are at -3.
(The debater does not suffer these penalties unless doing battle with another debater.)
Debaters cannot automatically preoccupy others, however. An individual must be willing to talk in the first
place before a debater can use this proficiency.
Further, the proficiency doesn’t work unless the targeted individual is at least cautious toward the debater (if
they saw eye to eye, there would be nothing to debate). Assuming these conditions are met, the debate
begins. It continues until the target makes a d20 roll higher than his or her Intelligence score. (The smarter
the individual, the livelier the debate, and the harder it is to end it.) Debate also ends if a sudden action or
activity interrupts it—for example, a failed pick pocketing attempt, a sudden attack or magical explosion, a
scream from the harem, and so forth. As soon as the debate ends, so do the penalties noted above (to
initiative, ability and proficiency checks, and the likelihood of being robbed by a pickpocket).
Two individuals with the debate proficiency can seek to best each other in verbal sparring. In this case, both
make proficiency checks each round until one fails. Both characters are preoccupied; they suffer the
penalties noted above while engaging each other in debate.

Grooming
Grooming is the ability to make another look his or her best—with clean skin, well-trimmed hair, and a
virtually unmarred complexion. This skill is usually the province of barbers (see Chapter 3).
Grooming takes about an hour, and after that the patron gains a +2 bonus to encounter reactions when
dealing with individuals of his or her own race. The same bonus applies when the patron interacts with
geniekind (genies always appreciate a well-groomed supplicant). The effect lasts for two days after the
grooming. (Only one reaction roll is required for a given individual encountered during that time, however.)
When combined with the disguise proficiency, grooming enables characters to disguise others just as well as
they can disguise themselves. All modifications for disguise still apply, as listed in Table 37 of the Player’s
Handbook.

Haggling
Check with the DM before taking this proficiency.
While it enhances the flavor of the AL-QADIMTM 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 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 in the AL-
QADIM campaign.
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?”)

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