Arcane Empire II
missile/rocket, mortar/grenade launcher, cannon, energy cannon
brawling, blades, cleave/crush, whip/chain, spear/prod, energy blade
Handgun, Rifle/crossbow, bow, sling, grenade launcher
Evade explosions, evade spells, keep balance, avoid pits, resist slipping
Blade (knife/shuriken), Cleave/Crush (hammer/hatchet), Spear/Prod (Javelin), Rocks, grenades, boomerang, bolas, lasso
Climbing, Jumping, Tumbling, Sport (type – baseball, football, hockey, etc)
Resist Fatigue, Resist Poison, Resist Disease, Resist Magic, Resist Nausea, Resist Paralysis, Resist Petrification
Swimming, Hunting, Fire-making, Forest/Jungle, Arid/Desert, Mountain/Badlands, Swamp/Marsh, Plains/Savannah, Arctic/Frozen, Planar (type – fire, water, hell, etc).
Air and Space
Navigation, Aerodyne, Fixed Wing, Helicopter, Derigible
Tailing, Vision, Hearing, Smell, Touch, Locate Trap, Locate secret compartment, Detect Ambush, Tracking
Wheeled, treads, legged, hover, navigation
Ditch Tail, hide, sneak, open lock, bypass alarm, disarm trap, disguise, forgery, hacking, escape artist, slight of hand/pickpocket
sailing, motorboat, rowing, navigation, submarine, steamship
Horsemanship, teamster, specific animal (dogs, tigers, bears, falcons, dolphins, etc)
Bribery, Contracts, Product (Guns, armor, explosives, cars, clothing, food, etc), Service (mercenary, entertainer, sports, driver, wizard, cook)
Intimidation, Discipline, Strategy/Tactics, Military Organization (Empire, United States, Israel, Infernals, Elves, etc).
Seduction, Carousing, Politics, Arbitration, Flattery, Impress
Contacts, Interrogation, Discern Lies
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transformation, Channeling, Animal Companion, Wildshape, Druidic Spellcasting.
Law, History, Specific Culture/Language (Imperial, French, Spenish, Elven, etc)
Massage, First Aid, Surgery, Diseases, Poisons, Cybernetics
Physics, Math, Chemistry, Biology, Geology
Resist Interrogation, Resist Magic, Resist Charm, Resist Fear, Resist Mind Reading
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transformation, Universal, Find Familiar
Musical Instruments, Singing, Dance, Jeweler, Fashion, Sculpting, Painting, Cabinetry, Acting, Pottery.
Build and Repair
Stonework, Metalwork, Carpentry, Plumbing, Electronics, Hydraulics, Mechanic, Engineering type (Structural, vehicular, cybernetic)
Harvest and Mine
Farming, Mining, Logging, Fishing
Mix and Refine
Cooking, Smelting, Explosives, Alchemy
Feat and Class Features
Many things from d20 don’t convert directly over and others will require more consultation with the GM if desired. Feats and class features fall into this category and a GM may choose to ignore or not allow them, although there are a few examples listed above.
Projectiles/Extreme Range: A character with this specialization may attempt shots at up to twice the maximum range of their weapon with a base difficulty of 25 (effectively adding another range category).
Religion/Channeling: This allows the character to channel positive or negative energy (one type only and it must be chosen). It costs 1 faith point (FP) to activate and does damage of 6 times the full dice in the specialization (Save vs 8 Willpower for 1/2 damage), a character wanting to ensure more damage may increase the save difficulty by spending more FP – each increases save difficulty by 2 and as many points may be spent as the character has full dice in channeling. The radius of channeling is 30 ft. Negative energy can harm the living or heal undead, while positive channeling can heal the living or harm undead.
Religion/Animal Companion: This gives the character an animal companion, use 2 times the full dice of the specialization to determine the animal companion available and any special powers it might possess.
Arcane Arts/Find Familiar: This gives the character a familiar or improved familiar. To determine the familiars available and powers unlocked us twice the full dice of the specialization for effective level.
Religion/Lay on hands: this gives the ability to heal by touch, it uses 1 FP to heal 12 damage per full die of specialization the character has. Unlike Channel it cannot be used to harm undead.
Arcane or Religion/Piercing Spell-Casting
Your studies have helped you develop methods to overcome spell resistance. When you cast a spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.
Arcane or Religion/Extend Spell Duration
You can make your spells last twice as long. The specialist’s spells lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this specialization.
Arcane or Religion/Widen Spell Area
You can cast your spells so that they occupy a larger space. You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. Spells that do not have an area of one of these four sorts are not affected by this specialization.
Arcane or Religion/Far-Reach Spell
Your spells go farther than normal. You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. Spells that do not have a range of touch, close, or medium do not benefit from this specialization.
Arcane or Religion/Merciful Spell
Your damaging spells subdue rather than kill. You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type.
Arcane or Religion/Lingering Spell
You spell clings to existence, slowly fading from the world. You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (increase hit difficulty 5) beyond 5 feet and total concealment (increase hit difficulty 20) beyond 20 feet.
Arcane or Religion/Extended range spell casting
You can increase the range of your spells. You can alter a spell with a range of close, medium, or long to increase its range by 100%. An extended range spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this specialization.
Arcane or Religion/Ectoplasmic Spell casting
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether. An ectoplasmic spell has full effect against incorporeal or ethereal creatures.
Arcane or Religion/Fire Master
Any spell damage can be converted to fire damage instead (a cone of cold can be cast as a cone of fire instead).
Arcane or Religion/Frost Master
Any spell damage can be converted to cold damage instead (a fireball can be cast as a frost ball instead).
Arcane or Religion/Lightening Master
Any spell damage can be converted to electricity instead (a fireball could be cast as a lightening ball).
Arcane or Religion/Sound Master
Any spell damage can be converted to sonic damage (a flame strike could be cast as a sonic strike).
Arcane or Religion/Acid Master
Any spell damage can be converted to acid damage (a lightening bolt could be cast as an acid bolt).
Arcane or Religion/Intensified Spell Casting
Your spells can go beyond several normal limitations. An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this specialization. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this specialty.
Arcane or Religion/Influence Undead
Charm and mind influencing spells affect undead as if they were living creatures bypassing their normal immunity.
These specializations require already having a specialization but add additional effects.
Religion/Channel – Selective: This enhances channel ability so friendly troops can be healed without benefiting enemies within range. The user must already have channel and the amount healed/caused is unchanged, but the user may elect to not effect as many targets in the area as they have dice in specialization.
Religion/Channel – Planar
Extraplanar beings are affected by channeling with those of opposed type (evil to positives or good to negatives) can be harmed as if they were undead.
Religion/Lay on hands – Mercy: This requires lay on hands, but adds effects that take place whenever lay on hands is used. Each time Mercy is taken the character may add 1 more condition to be cured by lay on hands; Fatigue, Fear, Sickness, Disease, Curse, Poison, Blindness, Deafness, or Paralyzation (if more than one are taken they all take effect when lay in hands is used).
Arcane or Religion/Conjuration – Augment Summoning: This specialization makes summoned creatures tougher (add 2 hit points per level of the summoning spell used and add 2 on the creatures attack rolls). The character must have the conjuring specialization.
Arcane or Religion/Conjuration – Sustained Summoning: This specialization only impacts the use of Monster Summoning I-IX, extending the duration from 1 round/level to 1 minute/level.
Arcane/Familiar – Eidolon: The wizard acquires a custome familiar with more abilities than a normal familiar. Use the abilities for a Summoner Eidolon based on a caster level of 2 times the full dice the character has in this specialization.
Projectiles/Extreme Range – Horizon Shooter: Character adds another range beyond extreme range, with a base difficulty of 30 they may shoot four times as far as the listed long range of the weapon.