Editing Three Kingdoms\Systems

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'''General Proficiencies:''' Adventuring, Ambushing, Animal Husbandry, Animal Training, Art, Bargaining, Caving, Chi Power, Craft, Diplomacy, Disguise, Endurance, Engineering, Gambling, Healing, Intimidation, Knowledge, Labor, Language, Leadership, Lip Reading, Manual of Arms, Mapping, Military Strategy, Mimicry, Naturalism, Navigation, Performance, Profession, Riding, Seafaring, Seduction, Siege Engineering, Signaling, Survival, Theology, Tracking, Trapping, Weapon Mastery
 
'''General Proficiencies:''' Adventuring, Ambushing, Animal Husbandry, Animal Training, Art, Bargaining, Caving, Chi Power, Craft, Diplomacy, Disguise, Endurance, Engineering, Gambling, Healing, Intimidation, Knowledge, Labor, Language, Leadership, Lip Reading, Manual of Arms, Mapping, Military Strategy, Mimicry, Naturalism, Navigation, Performance, Profession, Riding, Seafaring, Seduction, Siege Engineering, Signaling, Survival, Theology, Tracking, Trapping, Weapon Mastery
 
===Gaining Proficiencies===
 
 
Characters start with two General and one Class Proficiency.
 
 
All characters use the same progression, gaining a General Proficiency every even-numbered level, and one from the Class Proficiency list every odd-numbered level.
 
  
 
===Minor Skills===
 
===Minor Skills===
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'''Weapon Mastery:''' Increase the rank of one weapon by one. This proficiency may be taken up to 3 times.
 
'''Weapon Mastery:''' Increase the rank of one weapon by one. This proficiency may be taken up to 3 times.
  
===Altered Proficiencies===
 
 
'''Healing:''' Instead of healing an additional 1d3 damage a day, Healing doubles the natural rate of 1/2 level per day. The cure light wounds and cure moderate wounds properties can be used only when treating Mortal Wounds, and applied to a patient undergoing longer-term care once per week.
 
  
'''Riding:''' Characters with the Riding Proficiency get a +2 bonus to any Reflex saves against being involuntarily unhorsed.
 
  
 
==Retainers and Followers==
 
==Retainers and Followers==

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