Proficiencies

Proficiency Categories

There are five categories of proficiencies—Armor, Knowledge, Occupation, Region, and Weapon—which should be fairly self-explanatory. Within each category are a number of different proficiencies. Proficiencies are somewhat like a cross between skills and feats: they have multiple ranks like skills do, but they give static benefits like feats do. Note that a character only gains access to proficiencies from his primary class.

Each category has some common proficiencies and some rare proficiencies; these descriptors do not affect a character’s choice of beginning proficiencies, they merely determine how much training time is required to gain or advance the proficiency during downtime and denote how likely it is for a character in the world to have that proficiency.

Proficiency Ranks

There are three proficiency ranks: basic, expert, and master. If a character’s background or his class grants him a certain proficiency, he begins play with basic proficiency. If both his background and his class grant him a certain proficiency, he begins play with expert proficiency. After assigning these proficiencies, the character chooses a number of proficiencies in the categories provided by his background equal to his Intelligence modifier, and for each one either increases it by one rank (if he already possesses basic or expert proficiency with it) or gains basic proficiency with it.

After the start of the campaign, proficiencies do not advance by leveling (with a few exceptions); instead, proficiencies are advanced by training them during downtime.

Skill Prerequisites

As Knowledge, Occupation, and Occupation proficiencies replace the Knowledge, Profession, Perform, Speak Language, Spellcraft, and Use Magic Device skills, for the purposes of any feats and abilities requiring checks for those skills to activate or ranks in those skills as prerequisites, treat basic proficiency as having a number of ranks in the appropriate skill equal to half your level, expert proficiency as having ranks in the skill equal to your level, and master proficiency as having ranks in the skill equal to your level + 3.

Armor Proficiencies

Possessing any degree of proficiency in a certain category of armor or shield allows the wearer or wielder to ignore the effective doubling of weight for wearing or wielding armor or shields with which he is not proficient; possessing proficiency in an armor material does not affect the effective weight of armor made of that material, only the weight proficiency does.

Common

Heavy Armor
Basic – Heavy Armor Training: You reduce the base speed penalty of all heavy armor you wear by +5 ft.
Expert – Scorn Blows: The armor bonus of all heavy armor you wear is improved by +2.
Master – Improved Protection: You increase the effective weight category of heavy armor you wear by +1 for the purposes of determining armor special abilities.

Kite Shields
Basic – Kite Shield Training: You reduce the base speed penalty of all kite shields you wield by +5 ft.
Expert – Shield Wall: You gain concealment against any ranged attacks against which you can apply your shield bonus.
Master – Duck And Cover: On any turn in which you move no more than half your speed, you may spend a move action to gain improved cover from your shield until the start of your next turn, or spend a standard action to gain total cover instead; note that this effective cover cannot be used to hide.

Light Armor
Basic – Light Armor Training: You reduce the base speed penalty of all light armor you wear by +5 ft.
Expert – Nimbleness: You ignore the maximum Dexterity bonus for light armor and do not count its weight against your encumbrance.
Master – Armored Instincts: Add half your Dexterity bonus to your flat-footed AC while wearing light armor.

Medium Armor
Basic – Medium Armor Training: You reduce the base speed penalty of all medium armor you wear by +5 ft.
Expert – Quick Don: You can don or doff medium armor, or convert light or heavy armor to medium armor and back, in half the normal time.
Master – Walk The Middle Path: If you have expert light armor proficiency and/or expert heavy armor proficiency, you may apply those benefits to medium armor as well.

Round Shields
Basic – Round Shield Training: You reduce the base speed penalty of all round shields you wield by +5 ft.
Expert – Active Defense: Your shield bonus applies to your touch armor class, though incorporeal creatures still bypass it.
Master – Take Cover: On any turn in which you move no more than half your speed, you may spend a swift action to gain cover from your shield until the start of your next turn, or spend a move action to gain improved cover instead; note that this effective cover cannot be used to hide.

Unarmored
Basic – Insane Confidence: While unarmored, you improve any morale bonus you gain by +2, and the DC of any fear effects you use (including Intimidate checks) is increased by +2.
Expert – Bulging Muscles: While unarmored, you gain an armor bonus equal to the higher of your Strength bonus and Constitution bonus.
Master – Toughened Skin: While unarmored, you gain DR 1/— and resistance 1 to all energy damage, any increase any existing damage reduction or energy resistance you possess by 1.

Rare

Cloth Armor
Basic – Second Skin: You can sleep in cloth armor without becoming fatigued the next day.
Expert – Warm Cloth: When rolling Endurance checks in cold or wet environments, you may roll twice and take the better result.
Master – Camouflage: You can make Hide checks without being in cover as long as you are in a natural environment and adjacent to objects whose coloration matches that of your armor.

Hide Armor
Basic – Supple Hide: Whenever you take nonlethal damage from any source, the damage is reduced by 4.
Expert – Natural Scent: You can make Hide checks against creatures with the Scent ability instead of being detected automatically as normal.
Master – Resilient Hide: You gain both fire and cold resistance while wearing hide armor, rather than just fire resistance for leather or cold resistance for pelt.

Mail Armor
Basic – Unyielding: Any effect that would physically move you against your will while you are wearing mail armor moves you 10 fewer feet than normal.
Expert – Take the Hit: Your wound threshold is increased by +3 while wearing mail armor.
Master – Absorb the Impact: When you are damaged by a weapon or magical attack, you may choose to take half the damage as nonlethal damage. You may not convert precision damage to nonlethal damage in this way; only half of the non-precision damage is so converted.

Scale Armor
Basic – Supportive Scales: The bleeding damage you take from a failed wound save is halved.
Expert – Overlapping Scales: You gain a +2 bonus to armor class against called shots.
Master – Cover the Gaps: You have a 10W% chance to ignore the extra precision damage from sneak attacks, critical hits, and the like.

Knowledge Proficiencies

Possessing basic proficiency with a given category of knowledge means that you know anything in that area that would be everyday, common knowledge for the Norse. Possessing expert proficiency with a given category of knowledge means that you know anything in that area that would be known to the more educated members of Norse society. Possessing master proficiency with a given category of knowledge means that you have studied that area extensively and can make educated guesses about facts and situations that are not generally known to the Norse.

Common

Geography
Basic – Geography Trivia: You know where different regions in the known world are relative to each other, what climates and terrain are common in different regions, and the like.
Expert – Geography Knowledge: You can navigate through known territory in the wilderness and underground, make educated guesses about the climate and terrain of unknown regions, and the like.
Master – Geography Lore: You can navigate through unknown territory on land and sea, make good predictions about the weather, and the like.

History
Basic – History Trivia: You know of the major historical events relevant to your own culture from the past century or so, of a few famous historical events in other cultures in the past century, and the like.
Expert – History Knowledge: You know of the major historical events in all cultures in the past century or so, of the major battles and fighting styles of other cultures, and the like.
Master – History Lore: You can make good guesses about what happened in certain areas in the past, identify other creatures’ fighting styles, and the like.

Nature
Basic – Nature Trivia: You can identify common plants and animals native to Nordic lands, make good guesses of the names of plants and animals from other lands, and the like.
Expert – Nature Knowledge: You can track creatures through the wilderness, identify special properties of plants and natural substances, and the like.
Master – Nature Lore: You can move through the wilderness without being easily found, tell unnatural phenomena apart from natural phenomena, and the like.

Runes
Basic – Runes Trivia: You can identify whether a particular rune is normal writing or a spell, read very basic runic inscriptions, and the like.
Expert – Runes Knowledge: You can name particular runes’ effects, identify what spell a rune focus belongs to, and the like.
Master – Runes Lore: You can identify rune magic items, use infused runes, and the like.

Sagas
Basic – Sagas Trivia: You can name legendary heroes of your clan, identify monsters that they fought, and the like.
Expert – Sagas Knowledge: You can tell of the great deeds of the gods, events like the creation of the world and Ragnarok, and the like.
Master – Sagas Lore: You know of historical events from long ago involving the Nordic peoples, know the full oral histories of your clan, and the like.

Traditions
Basic – Traditions Trivia: You know the basic daily prayers for a handful of gods, know of your clan’s major festivals, and the like.
Expert – Traditions Knowledge: You know most Norse religious iconography, know of your clan’s guardian spirits and holy sites, and the like.
Master – Traditions Lore: You know the ins and outs of all your clan rituals, know of the secret religious rites, and the like.

Rare

Far Worlds
Basic – Far Worlds Trivia: You know about notable figures from Niflheim and Muspelheim like Surtr and Thrym, can identify common creatures from those worlds, and the like.
Expert – Far Worlds Knowledge: You know something of the geography of Niflheim and Muspelheim, can identify uncommon creatures from those worlds, and the like
Master – Far Worlds Lore: You can identify areas of Midgard connected to Nilfheim or Muspelheim, can identify rare creatures from those worlds, and the like.

Lower Worlds
Basic – Lower Worlds Trivia: You know about notable figures from Nidavellr and Helheim like different dvergar tribes, can identify common creatures from those worlds, and the like.
Expert – Lower Worlds Knowledge: You know something of the geography of Nidavellr and Helheim, can identify uncommon creatures from those worlds, and the like
Master – Lower Worlds Lore: You can identify areas of Midgard connected to Nidavellr and Helheim, can identify rare creatures from those worlds, and the like.

Near Worlds
Basic – Near Worlds Trivia: You know about notable figures from Vanaheim and Jotunheim like the Vanir and Jotnar, can identify common creatures from those worlds, and the like.
Expert – Near Worlds Knowledge: You know something of the geography of Vanaheim and Jotunheim, can identify uncommon creatures from those worlds, and the like
Master – Near Worlds Lore: You can identify areas of Midgard connected to Vanaheim and Jotunheim, can identify rare creatures from those worlds, and the like.

Upper Worlds
Basic – Upper Worlds Trivia: You know about notable figures from Alfheim and Asgard like the Æsir, can identify common creatures from those worlds, and the like.
Expert – Upper Worlds Knowledge: You know something of the geography of Alfheim and Asgard, can identify uncommon creatures from those worlds, and the like
Master – Upper Worlds Lore: You can identify areas of Midgard connected to Alfheim and Asgard, can identify rare creatures from those worlds, and the like.

Occupation Proficiencies

In addition to the listed benefits for Occupation proficiencies, each day of downtime spent working as a member of your profession allows you to earn a certain amount of hacksilver either for your personal funds or for clan resources:

Proficiency Funds per Day
Basic 1 + ½ * (level + key ability modifier)
Expert 3 + level + key ability modifier
Master 5 + 1½ * (level + key ability modifier)

The same value is used when generating resources for the clan. For instance, a 3rd-level Expert Farmer with 14 Con could produce 8 hb worth of food to be added to the clan’s Consumables per day of work, a 5th-level Master Laborer with 15 Dex could cut down 15 hb worth of lumber to be added to the clan’s Coffers per day of work, and so forth. This value is also used in calculating construction progress.

Common

Craftsman
Craftsmen create all the equipment the Norse require, from needles and belt buckles to swords and carts. The key ability modifier for Craftsmen is Dexterity, and clan funds go to the clan’s Coffers.
Basic – Apprentice Craftsman: You gain a +2 insight bonus to any checks involving building or breaking things, identifying an object’s structure or integrity, or using special tools.
Expert – Journeyman Craftsman: You can attempt any task requiring special tools or facilities without access to those tools or facilities, at a -5 penalty for missing one of those or a -10 penalty for missing both.
Master – Master Craftsman: You can take 20 on Craft checks without increasing the time needed to make the check, and do not risk ruining your materials when doing so.

Farmer
Farmers keep the Norse fed, from growing their crops to shepherding their flocks. The key ability modifier for Farmers is Constitution, and clan funds go to the clan’s Consumables.
Basic – Apprentice Farmer: You gain a +2 insight bonus to any checks involving animals, earth and soil, or food and drink.
Expert – Journeyman Farmer: You gain Wild Empathy as a ranger, using your character level in place of your ranger level.
Master – Master Farmer: You complete Handle Animal tasks in half the time: Handling requires a swift action, Pushing requires a move action, and Rearing or Training time is halved.

Fisher
Fishers gather the sea’s bounty, from diving for shellfish to bringing in massive netfulls of fish. The key ability modifier for Fishers is Strength, and clan funds go to the clan’s Consumables.
Basic – Apprentice Fisher: You gain a +2 insight bonus to any checks involving being undetected, acting in the water, or grabbing or holding onto creatures.
Expert – Journeyman Fisher: When in an overland hex containing a seashore or other water feature of considerable size, you can forage using Survival while moving at normal speed.
Master – Master Fisher: You halve any penalties involved with moving or fighting underwater.

Sailor
Sailors pilot the Norse ships, from navigating the sea to trimming sails. The key ability modifier for Sailors is Strength, and clan funds go to the clan’s Coffers.
Basic – Apprentice Sailor: You gain a +2 insight bonus to any checks involving the coast, moving around on narrow or unstable surfaces, or using brute force.
Expert – Journeyman Sailor: You do not double encumbrance penalties to Swim checks.
Master – Master Sailor: When making any skill check related to a ship (climbing rigging with Climb, balancing on deck with Tumble, plotting a course with Survival, and the like), you are always treated as having maximum ranks in the appropriate skill.

Trader
Traders ensure the flow of goods to and from Norse lands, from making new contacts to negotiating trade deals. The key ability modifier for Traders is Charisma, and clan funds go to the clan’s Coffers.
Basic – Apprentice Trader: You gain a +2 insight bonus to any checks involving judging something’s composition or value, deceiving someone, or navigation.
Expert – Journeyman Trader: You can make a Diplomacy check to haggle over prices when buying or selling goods.
Master – Master Trader: You reduce the normal penalty for a rushed Diplomacy from -10 to -5.

Laborer
Laborers do the heavy lifting of Norse society, from felling trees and mining metals to rowing and porting ships. The key ability modifier for Laborers is Strength and clan funds go to the clan’s Coffers.
Basic – Apprentice Laborer: You gain a +2 insight bonus to any checks involving repetitive tasks, physical force, or traveling long distances.
Expert – Journeyman Laborer: You can take 10 on checks made as part of combat maneuvers.
Master – Master Laborer: You treat your Strength score as being +2 higher for the purposes of determining encumbrance.

Rare

Priest
Priests tend to the spiritual well-being of Norse society, from leading rites to interceding with the spirits. The key ability modifier for Priests is Wisdom, and clan funds go to the clan’s Coins.
Basic – Apprentice Priest: You gain a +2 insight bonus to any checks involving your pantheon, helping someone in distress, and working in groups.
Expert – Journeyman Priest: You can spend a week of downtime praying and sacrificing at the start of a tide to improve the severity of one of the tide’s two Events by one step.
Master – Master Priest: You can identify all godly magic spells and use any godly magic items.

Retainer
Retainers serve in the retinues of powerful Norse leaders, from guarding their lieges to enacting their will in their absence. The key ability modifier for Retainers is Charisma and clan funds go to the clan’s Coins.
Basic – Apprentice Retainer: You gain a +2 insight bonus to any checks involving imposing your will, interacting with warriors, and organizing large groups of people.
Expert – Journeyman Retainer: When making Intimidate checks to demoralize, if you beat the DC by 5 or more your target becomes frightened instead of shaken.
Master – Master Retainer: When using the fighting stance rules to gain an AC bonus, you can transfer some or all of that bonus to a single adjacent ally, and as an immediate action when an adjacent ally is the target of an attack you may switch places with your ally and take the attack in his place.

Scribe
Scribes handle the written matters of Norse clans, from recording oral histories to making contracts with foreigners. The key ability modifier for Scribes is Intelligence, and clan funds go to the clan’s Coins.
Basic – Apprentice Scribe: You gain a +2 insight bonus to any checks involving noticing fine details, memorizing things, and exacting precision.
Expert – Journeyman Scribe: You can read and write any language you can speak.
Master – Master Scribe: You can identify all rune magic spells and use any rune magic items.

Steward
Stewards oversee large-scale Norse construction projects, from funding ship construction to running settlements. The key ability modifier for Stewards is intelligence and clan funds go to the clan’s Coins.
Basic – Apprentice Steward: You gain a +2 insight bonus to any checks involving determining structural integrity, siege weapons, and complex items.
Expert – Journeyman Steward: You can take 15 instead of taking 10 on any Intelligence-based checks as long as you have the time and materials to scribble diagrams, measurements, numbers, and such on a suitable writing surface.
Master – Master Steward: When moving settlement resources between Coffers, Coins, and Consumables or coordinating teams of workers, you can transfer or coordinate double the normal number at once.

Region Proficiencies

Possessing basic proficiency with a given region allows you to speak and understand the region’s dominant language brokenly and haltingly, enough to convey very basic messages, and gives you a very superficial understanding of the region to the extent that it impacts the Norse people. Possessing expert proficiency with a given region allows you to speak and understand the region’s dominant language enough to hold an everyday conversation (albeit still with a strong accent) and gives you a broader understanding of the region’s culture. Possessing master proficiency with a given region gives you a mastery of the region’s spoken language and knowledge of the region equivalent to that of an average citizen of that region.

Common

Anglo-Saxon
Basic – Anglo-Saxon Familiarity: You know that the Anglo-Saxon lands are slightly southwest of Norse lands, that the Angles and Saxons are rivals of the Norse that continually raid the same territory that the Norse do, that they don’t have their own trade in favor of raiding others, and similar information.
Expert – Anglo-Saxon Expertise: You know that the Angles and Saxons worship the Æsir plus a handful of Vanir and Jotnar, that they are nomads who prefer to conquer areas and live with the conquered instead of making temporary raids, and similar information.
Master – Anglo-Saxon Fluency: You know the inner workings of the eleven Anglo-Saxon kingdoms and their rulers, that they favor the spear and javelin and prefer to fight individually instead of in formation, and similar information.

Celtic
Basic – Celtic Familiarity: You know that the Celtic lands are slightly southwest of Norse lands, that the Celts are generally peaceful farmers and are easily raided, that they trade mostly in wool and grain, and similar information.
Expert – Celtic Expertise: You know that the Celts worship a handful of the Vanir but that only their priests (called “druids”) are allowed to talk to them for some reason, that their kingdoms are organized primarily by region instead of by clan, and similar information.
Master – Celtic Fluency: You know the inner workings of the four major tribes of Celts, that they favor the sling and are the only tribes to still make heavy use of chariots, and similar information.

Frankish
Basic – Frankish Familiarity: You know that the Frankish lands are to the southwest of Norse lands, that the Franks are good warriors but slow to respond to raids, that they trade mostly in wine and weapons, and similar information.
Expert – Frankish Expertise: You know that the Franks worship a strange cult of Odin, Balder, and the einherjar; that they used to be an empire but are now split into three squabbling kingdoms in Francia, the Germanies, and Italia; and similar information.
Master – Frankish Fluency: You know the internal workings of the Holy Roman Empire, that they mostly rely on mercenaries for their fighting, and similar information.

Germanic
Basic – Germanic Familiarity: You know that the Germanic lands are slightly southeast of Norse lands, that the Germans are on very friendly terms with the Norse, that they trade mostly in iron and gold, and similar information.
Expert – Germanic Expertise: You know that the Germanic tribes are split between worship of the Æsir and the Vanir and worship of the Frankish cult, that there are dozens of independent tribes spread all across Europa, and similar information.
Master – Germanic Fluency: You know the inner workings of all the Germanic tribes, that they favor the sword and raid rather than conquer, and similar information.

Norse
Basic – Norse Familiarity: You know the broad extent of the Norse lands, that the Norse are the finest and bravest and most honorable warriors in all of Midgard, that they trade many things in many places, and similar information.
Expert – Norse Expertise: You know that the Norse practice the proper worship of all three pantheons of gods, that there are thirty-six clans spread throughout four quarters of Nordland, and similar information.
Master – Norse Fluency: You know the inner workings of the Norse clans of the seven regions of the Nordic lands, that they have a rich and complex history and theory of warfare, and similar information.

Slavic
Basic – Slavic Familiarity: You know that the Slavic lands are to the east of Norse lands, that the Slavs are good traders if you’re willing to cross many mountains and rivers to meet with them, that they trade mostly in furs and honey, and similar information.
Expert – Slavic Expertise: You know that the Slavs worship landvættir as gods, that most Slavic civilizations are settled along rivers, and similar information.
Master – Slavic Fluency: You know the inner workings of the two dozen westernmost tribes of Slavs and know something of the other twoscore tribes, that they do not wear armor and attack in small groups, and similar information

Rare

Byzantine
Basic – Byzantine Familiarity: You know that the Byzantine lands are to the southeast of Norse lands, that the Byzantine are lazy and decadent but build fortresses too strong to be easily raided, that they trade mostly in cloth and fruits, and similar information.
Expert – Byzantine Expertise: You know that the Byzantines worship the same cult that the Franks do, that they are the inheritors of the Roman Empire and have yet to be conquered, and similar information.
Master – Byzantine Fluency: You know something of the workings of Byzantium, that they favor conservative defensive fighting, and similar information.

Moorish
Basic – Moorish Familiarity: You know that the Moorish lands are far to the southwest and southeast of Norse lands, that the Moors are very strange and insular, that they trade mostly in slaves and silver, and similar information.
Expert – Moorish Expertise: You know the Moors worship Tyr as if he were the only god, that they control the territory from Iberia through Arabia by way of Africa, and similar information.
Master – Moorish Fluency: You know the inner workings of the Iberian Moors and something of the other Moorish tribes to the east, that they favor cavalry and archery and are highly skilled warriors, and similar information.

Oriental
Basic – Oriental Familiarity: You know that the Oriental lands are very far to the east of Norse Lands, that the Orientals are mysterious and not to be trifled with, that they trade mostly in silks and spices, and similar information.
Expert – Oriental Expertise: You know that the Orientals worship a complicated hierarchy of alfar, dvergar, and landvættir; that they are part of an empire in which the Oriental clans take turns ruling the others; and similar information.
Master – Oriental Fluency: You know something of the Oriental society, that their weapons and armor are superior to Europan arms and armor, and similar information.

Roman
Basic – Roman Familiarity: You know that the Roman lands are far to the south of Norse lands, that the Romans are smart and capable but stuck in the past, that they trade mostly in gems and salt, and similar information.
Expert – Roman Expertise: You know that the Romans worship the Æsir and Jotnar but call them by the wrong names, that culturally they belong to the Roman Empire but politically are now split into multiple kingdoms, and similar information.
Master – Roman Fluency: You know something of the workings of the Roman tribes, that they need to hold onto their existing territories more than expand, and similar information.

Weapon Proficiencies

Possessing any degree of proficiency in a certain kind of weapon allows the wielder to ignore the nonproficiency penalty for wielding the weapon; possessing proficiency in a fighting style does not affect the nonproficiency penalty, only the weapon group proficiency does.

Common

Axes
Basic – Overhand Chop: Axes you wield increase their base critical threat range to 19-20.
Expert – Diagonal Slash: You gain a +4 bonus to confirm critical hits with an axe.
Master – Sweeping Strike: As a standard action, you may make a single attack with an axe at a -2 penalty against each creature that is within your reach and in your front hexes.

Mauls
Basic – Follow-Through: Mauls you wield increase their base critical multiplier to ×3.
Expert – Stop Short: If you damage a creature with an attack of opportunity during the creature’s movement, they must make a Reflex save (DC 10 + 1/2 BAB + Str bonus) or be forced to end their movement.
Master – Heavy Impact: You may spend a swift action to cause the next creature you damage with a maul on the same turn to be knocked 10 feet away from you unless they succeed on a Reflex save (DC 10 + 1/2 BAB + Str bonus); if the creature is knocked into a creature or solid object their size or larger, they take 1d6 damage and fall prone, otherwise the object or creature is knocked back with them.

Spears
Basic – Brace for Impact: Your attacks with a spear deal double damage when you charge or attack a running or charging target.
Expert – Lunge: You may spend a swift action to increase the reach of any spear you wield by 5 feet until the end of your turn; as normal for reach weapons, you cannot attack adjacent targets while this ability is in effect.
Master – Haft Strike: You can treat a spear you wield as a double weapon, with the haft being an improvised bludgeoning weapon; if your spear has reach, when attacking with the haft you may attack targets adjacent to you.

Swords
Basic – Jarl of Weapons: Swords you wield increase their base damage by one step.
Expert – Deep Gash: Whenever you score a critical hit, make a successful called shot, or wound a creature with a sword, the creature begins bleeding for 2 points of damage per round; this bleeding damage stacks with any bleeding damage from the creature failing its wound save.
Master – Perfect Hit: When you score a critical hit or make a successful called shot with a sword, you may spend a swift action to maximize the damage dealt; this only applies to the base weapon damage, extra damage deriving from sneak attack, maneuvers, or the like is rolled normally.

Thrown Weapons
Basic – Throw Anything: You can treat any light or one-handed melee weapon you wield (including non-weapon items of the appropriate size) as if it had the Thrown property.
Expert – Trick Throw: You may use feats or spells that specifically apply to bows or other projectile weapons in conjunction with thrown weapons.
Master – Reflexive Toss: As an immediate action, when a creature within 15 feet of you provokes an attack of opportunity, you can make a single attack against them with a light thrown weapon.

Unarmed
Basic – Fist and Palm: Treat your unarmed strikes as a Tiny manufactured weapon; you may choose with each attack whether to count it as a maul or an axe for determining proficiency benefits and damage type.
Expert – Brawler: You gain a +4 bonus on any checks or attack rolls involved in attempting or resisting combat maneuvers while unarmed and do not provoke attacks of opportunity for attempting a combat maneuver if your target has a lower base attack bonus than you do; you also gain this bonus on called shot attack rolls, but only if the target does not have any armor, shield, or natural armor.
Master – Hammer Fist: When attacking with an unarmed strike you may treat your unarmed strike as a light, one-handed, or two-handed weapon, as desired.

Rare

Dual Weapons
Basic – Double Hit: On a full attack, you may make a single extra attack with your off-hand weapon; all attacks you make during the full attack take a -2 penalty if your off-hand weapon is light or a -4 penalty if it is one-handed.
Expert – Off-Hand Block: On any turn when you are wielding two weapons but only attack with one of them, you gain a +2 shield bonus to armor class.
Master – Never Surrounded: You may attack into your front flanks and flanks (but not rear flanks) without taking the normal penalty for doing so.

Two-Handed Weapons
Basic – Mighty Blows: You deal damage equal to double your Strength bonus with two-handed weapon attacks, instead of one and a half times your Strength bonus.
Expert – Brutal Strike: If you roll less than half on a damage die (2 on a d4, 3 on a d6, 4 on a d8), treat the result as if you had rolled half instead.
Master – Giant Slayer: Two-handed weapons you wield deal one extra die of damage against any creatures larger than you.

Mobile Fighting
Basic – Adjust Position: On any turn during which you attack and take a 5-foot step, you may take a second 5-foot step at any point during your turn; additionally, you can change your facing when taking a 5-foot step.
Expert – Attack on the Move: If you use your standard action to attack, you can split up your move action to move both before and after taking the standard action, though you are still limited to moving no more than your speed in one turn; additionally, you can change your facing once during a charge.
Master – Blitz: When making multiple attacks on your turn, you can split up your move action to move before and after each attack, though you are still limited to moving no more than your speed in one turn; additionally, you can change your facing twice during a charge.

Projectile Weapons
Basic – Improved Distance: Projectile weapons you wield have a maximum range of 10 range increments.
Expert – Take Aim: Immediately before making an attack with a projectile weapon, you may aim as a move action to count the target of your attack as being one range increment closer than it actually is whenever it would be beneficial to do so.
Master – Arcing Shot: If the target of your attack is benefiting from cover and is outside of one range increment, you ignore its cover or reduce its improved cover to normal cover.

Proficiencies

Saga of the Northlands PsychicTheurge