Modifying Proficiency Rolls (POSP)

As before, DMs are free to modify proficiency rolls for factors that will influence success—for good or for ill. If a task is unusually difficult, apply a penalty to the proficiency rating. Standard negative modifiers are –2 for a somewhat difficult task, –4 for a moderately difficult task, and –8 for something where success is a real long shot.
As a general rule, a proficiency should not be modified to greater than 19, or less than 2; a roll of 20 is always a failure on a proficiency check. Conversely, a roll of 1 always should be successful. Remember, if automatic success is assured, no roll is necessary.
Modifiers should be considered for some of the following factors:
Time: If the task must be performed in a hurry, the difficulty is naturally increased. Some proficiency checks that might be automatic successes under most circumstances could require checks simply because they must be performed under a deadline. A cobbler always can make a pair of shoes, but if they need to be done in two hours, a proficiency check might be called for.
Materials: Tasks performed in the field might require jury-rigging of equipment or materials, and these can influence success—or require a check where the task might otherwise by automatic. Our cobbler will need to make a check if he's going to repair a mangled boot in the depths of a wilderness forest; the same repair in his shop would be an automatic success.
Danger: Doing a task under a shower of arrows, or under the threat of imminent attack, adds a strong element of tension to the proficient character. A task might again be rendered more difficult than usual, or require a check instead of automatic success, when there is a serious hazard nearby.
Uniqueness: If an unskilled character tries to perform a new task, a check might be required. If our cobbler is required to make a pair of silken slippers studded with rubies, for example, he might have to experiment a bit before he gets it right. A unique problem can also modify a task that would already require a check. An animal handler used to breaking and training horses might suffer a –4 penalty if asked to do the same with a pegasus.
Intricacy: A task that is more involved than any the character has attempted before may require a check, perhaps with a penalty assigned. A character with the agriculture proficiency is normally able to plant and harvest crops—no proficiency check is necessary. However, if the character is placed in charge of a farming project where land must be cleared, irrigation arranged, pests controlled, and precise timing used on the harvest, an agriculture proficiency check probably will be required.
==Proficiencies and Level Advancement==
Each time a character advances a level, he gains character points (the DM decides how many, see Chapter One) to use on weapon and nonweapon proficiencies or to hold for use during the game. A character can add only one new weapon or nonweapon proficiency per level advancement unless that character has a special class ability that allows otherwise. For example, Blutor has just reach 7th level and currently has 5 character points. He can spend these point on one weapon proficiency or one nonweapon proficiency, but not both. If he has points left after buying a proficiency, he can spend them to improve his other proficiencies or same them to use during the game.