The following are the non-weapon proficiencies available to the Player Characters in my campaigns. Most are available to beginning characters, while a few can only be learned through adventuring. To learn more about a particular proficiency, just click on its name (works on all except those found in the Players' Handbook).
Non-weapon proficiencies can be affected by skill points.
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* Found in Player’s Handbook Sp Not available planetside | ||||||
| GENERAL [Back to Main Menu] | |||
| Proficiency | Slots | Ability | Modifier |
| Acting * Agriculture Alertness |
1 1 1 |
Cha Int Wis |
-1 +1 +1 |
| * Animal handling * Animal training * Artistic ability |
1 1 1 |
Wis Wis Wis |
-1 0 0 |
| Balance Barkeeping Bee-keeping |
1 1 1 |
Dex Int Wis |
0 0 0 |
| * Blacksmithing Boating Boatwright |
1 1 1 |
Str Wis Int |
0 +1 -2 |
| * Brewing Butcher Candle making |
1 1 1 |
Int Int Int |
0 +1 0 |
| * Carpentry Sp Carpentry (Spelljammer) Cartography |
1 1 1 |
Str Str Wis |
0 0 0 |
| Cartwright Chanting Climbing |
1 1 2 |
Int Wis Str |
0 +3 -4 |
| * Cobbling * Cooking Craft instrument |
1 1 2 |
Dex Int Dex |
0 0 0 |
| Crowd working Cryptography Dairyman |
1 1 1 |
Cha Int Int |
+2 Special 0 |
| * Dancing Danger sense Debate |
1 2 1 |
Dex Wis Int |
0 -2 0 |
| Diplomacy * Direction sense Drover/shepherd |
1 1 1 |
Cha Wis Int |
0 +1 +1 |
| Dyer Eavesdropping * Etiquette |
1 1 1 |
Int Int Cha |
-1 +1 0 |
| Falconry Find water * Fire building |
1 1 1 |
Wis Int Wis |
-1 0 -1 |
| * Fishing Foraging Sp Freefall |
1 1 1 |
Wis Int Dex |
-1 -2 0 |
| Fungi recognition * Gaming Geology |
1 1 2 |
Int Cha Int |
+3 0 -1 |
| Glazier Goldsmithing * Heraldry |
2 1 1 |
Dex Dex Int |
0 0 0 |
| Hiding * Languages, modern Law |
2 1 1 |
Int Int Int |
-1 0 0 |
| * Leatherworking Massage Merchant |
1 1 2 |
Int Int Int |
0 0 -1 |
| Miller Mime Mind over body |
1 1 1 |
Int Cha Wis |
0 +1 -2 |
| * Mining Monster trivia Mortician |
2 2 1 |
Wis Int Int |
-3 -2 +1 |
| Navigation, underground Orienteering Persuasion |
1 2 1 |
Int Wis Cha |
0 0 0 |
| Pharmacy Poetry * Pottery |
1 1 1 |
Int Cha Dex |
0 0 -2 |
| * Riding, airborne * Riding, land based Riding, sea based |
2 1 2 |
Wis Wis Wis |
-2 +3 -2 |
| Sp Riding, space based Rope/net making * Rope use |
2 1 1 |
Wis Dex Dex |
-3 0 0 |
| Sp Sail manipulation Scribing * Seamanship |
1 1 1 |
Dex Dex Dex |
0 0 +1 |
| * Seamstress/tailor Shipwright Sign language |
1 2 1 |
Dex Int Int |
-1 -2 +2 |
| Signaling Signaling, underground Sp Signaling, wildspace |
1 1 1 |
Int Int Int |
+2 +2 +2 |
| Silversmithing * Singing Skiing |
1 1 1 |
Dex Cha Special |
0 0 Special |
| Slow respiration Smelting Sp Spacemanship |
1 1 1 |
Con Int Dex |
0 -1 +1 |
| Sp Spelljammer history Stealth * Stonemasonry |
2 1 1 |
Int Dex Str |
-1 0 -2 |
| Story telling Sp Survival, wildspace * Swimming |
1 2 1 |
Cha Wis Str |
0 -3 0 |
| Teaching Torture resistance * Weather sense |
1 1 1 |
Wis Con Wis |
0 -2 -1 |
| * Weaving Whistling/humming Wine making |
1 1 1 |
Int Dex Wis |
-1 +2 0 |
| PRIEST [Back to Main Menu] | |||
| Proficiency | Slots | Ability | Modifier |
| * Ancient history * Astrology Astronomy |
1 2 2 |
Int Int Int |
-1 0 -1 |
| Botany Calligraphy Diagnostics |
1 1 1 |
Int Dex Wis |
-1 -1 -1 |
| * Engineering * Healing * Herbalism |
2 2 2 |
Int Wis Int |
-3 -2 -2 |
| * Languages, ancient Sp Languages, space * Local history |
1 1 1 |
Int Int Cha |
0 0 0 |
| * Musical instrument * Navigation Sp Navigation, celestial |
1 1 1 |
Dex Int Int |
-1 -2 -2 |
| Sp Navigation, phlogiston Sp Planet lore Sp Planetology |
1 1 2 |
Int Int Int |
-2 0 -1 |
| * Reading/writing * Religion Somatic concealment |
1 1 1 |
Int Wis Dex |
+1 0 -1 |
| * Spellcraft Sp Spelljamming Veterinary healing |
1 2 1 |
Int Int Wis |
-2 -2 -3 |
| ROGUE [Back to Main Menu] | |||
| Proficiency | Slots | Ability | Modifier |
| * Ancient history * Appraising Begging |
1 1 1 |
Int Int Cha |
-1 0 Special |
| * Blind-fighting Bribery Camouflage |
2 1 1 |
N/A Cha Int |
N/A Special 0 |
| * Disguise Escapology Fast talking |
1 1 1 |
Cha Dex Cha |
-1 Special Special |
| * Forgery Fortune telling * Gem cutting |
1 2 1 |
Dex Cha Dex |
-1 Special -2 |
| Information gathering * Juggling * Jumping |
1 1 1 |
Int Dex Str |
Special -1 0 |
| * Local History Locksmithing Looting |
1 1 1 |
Cha Dex Wis |
0 0 0 |
| * Musical instrument * Reading Lips * Set snares |
1 2 1 |
Dex Int Dex |
-1 -2 +1 |
| Sp Space fighting * Tightrope walking Trailing |
2 1 1 |
Dex Dex Dex |
+2 0 Special |
| Trail hiding * Tumbling * Ventriloquism Voice mimicry |
1 1 1 2 |
Int Dex Int Cha |
0 0 -2 Special |
| WARRIOR [Back to Main Menu] | |||
| Proficiency | Slots | Ability | Modifier |
| * Animal lore * Armorer * Blind-fighting |
1 2 2 |
Int Int N/A |
0 -2 N/A |
| * Bowyer/Fletcher Bribery Camouflage |
1 1 1 |
Dex Cha Int |
-1 Special 0 |
| * Charioteering Display weapon prowess * Endurance |
1 1 2 |
Dex Dex Con |
+2 0 0 |
| Sp Grappling hook * Hunting Jousting |
1 1 1 |
Dex Wis Dex |
+1 -1 +2 |
| Leadership * Mountaineering * Navigation |
1 1 1 |
Cha N/A Int |
0 N/A -2 |
| Sp Navigation, celestial Sp Navigation, phlogiston * Running |
1 1 1 |
Int Int Con |
-2 -2 -6 |
| * Set Snares Sp Space fighting Spelunking |
1 2 1 |
Dex Dex Int |
-1 +2 -2 |
| * Survival * Tracking Trail hiding |
2 2 1 |
Int Wis Int |
0 0 0 |
| Trail marking Weapon loader * Weaponsmithing |
1 1 3 |
Wis Dex Int |
0 +1 -3 |
| Weaponsmithing, crude Sp Wheel lock pistol Sp Zero gravity combat |
1 1 1 |
Wis Dex Int |
-3 0 -2 |
| WIZARD [Back to Main Menu] | |||
| Proficiency | Slots | Ability | Modifier |
| Alchemy * Ancient history * Astrology |
3 1 2 |
Int Int Int |
-3 -1 0 |
| Astronomy Botany Calligraphy |
2 1 1 |
Int Int Dex |
-1 -1 -1 |
| Chemistry Dweomercraft * Engineering |
2 2 2 |
Int Int Int |
-2 -3 -3 |
| * Gem Cutting * Herbalism * Languages, ancient |
2 2 1 |
Dex Int Int |
-2 -2 0 |
| Sp Languages, space * Local history * Navigation |
1 1 1 |
Int Cha Int |
0 0 -2 |
| Sp Navigation, celestial Sp Navigation, phlogiston Sp Planet lore |
1 1 1 |
Int Int Int |
-2 -2 0 |
| Sp Planetology * Reading/writing * Religion |
2 1 1 |
Int Int Wis |
-1 +1 0 |
| Somatic concealment * Spellcraft Sp Spelljamming Subtle casting |
1 1 2 2 |
Dex Int Int Dex |
-1 -2 -2 -2 |
Non-weapon Proficiency Descriptions not in the Player’s Handbook
The following proficiency descriptions are arranged alphabetically, not according to character class. Each description gives a general outline of what a character with the proficiency knows and can do. Furthermore, some descriptions include rules to cover specific uses or situations, or exact instructions on the effects of the proficiency.
This proficiency allows a character to skillfully portray various roles, often as entertainment. It can also be used to enhance a disguise. If a character has both acting and disguise proficiencies, the check for either is made at a +2 bonus. Proficiency checks are required only if the actor must portray a particularly difficult role or is attempting to ‘ad lib’ without rehearsal.
Alchemy - (3 slots, wizard, Int -2)
An individual skilled in the science of alchemy can perform a variety of feats when he has access to a well-stocked laboratory. Given time and the proper materials, the alchemist can create such things as smoke bombs, sleep gas, non-magical potions, dusts, powders, Greek fire, strong glue, various drugs and mild poisons, both natural and otherwise. Furthermore, a character with this proficiency can conduct experiments to determine the properties and content of unknown substances.
A laboratory, including the specialized equipment and the innumerable chemicals necessary for its operation, costs at least 5000gp. For every additional 5000gp invested in the laboratory, the alchemist’s chances of success in any given project should modified by +1. However, since there is always a chance of failure, any roll of a natural 20 indicates that something has gone wrong, most probably damaging the alchemist and some of his equipment. Other failures may result in worthless potions, creations with wildly different effects, or whatever else the DM can think of.
This skill is almost useless outside of the laboratory, and the character’s abilities should be limited accordingly when this is the case. Some characters may wish to carry small analysis kits with them while adventuring. These typically cost as much as 500 gp each. The delicate equipment is not likely to stand up to the rigors of normal adventuring, and the chances of success on any project will incur penalties ranging from -1 to -10 depending on the situation. Possession of this skill grants a +1 bonus on all brewing, herbalism, and poison proficiency checks.
Note - to have this proficiency, a character must already have both herbalism and chemistry non-weapon proficiencies. This skill allows the character to make the following items (description, NWP penalty applied to the check when making this substance, cost to make the substance, number of days to make the item and other information):
Note - if any item is made and the NWP check is failed by 5 or more (or a 20 is rolled), then the item produced is harmful in some way to the user or maybe the maker. If a poison is successfully made, roll on the table below to determine modifiers to the saving throw roll. The modifiers are rolled on 1d30.
| Die roll (1d30) 1 2 - 3 4 - 6 7 - 10 11 - 20 21 - 24 25 - 27 28 - 29 30 |
Result +4 save +3 save +2 save +1 save no modifier -1 save 25 -2 save -3 save -4 save |
This proficiency allows a character to instinctively notice and recognize signs of a disturbance in the immediate vicinity. This reduces a characters chance of being surprised by 1, if he makes a successful proficiency check.
A character with this proficiency can imitate the noises made by various animals. A successful check means the characters noise cannot be distinguished from that of the actual animal, except by magical means. A failed check produces a sound that varies from that of the animals in some slight way. Those who are very familiar with the animal will recognize the intended mimicry at once. Other characters will recognize the imitation on a successful perception roll.
This proficiency gives the character an understanding of celestial mechanics for both standard and non-standard systems. In any system, the character may be able to determine the relative placement and future courses of celestial bodies (even variable orbits of comets and asteroids) by studying the overall system pattern. The smaller celestial body, the more difficult the task becomes. Phases of heavenly bodies are also easily determined.
Characters with this proficiency may also construct and use all of the instruments related to this field, such as astrolabes, sextants, and even simple telescopes. Time and materials are required, and an unmodified proficiency check with a -10 penalty is required for success. Failure indicates that the object is flawed in some way and is useless.
Characters with this proficiency and the navigation proficiency gain a +1 bonus to all navigation proficiency checks, as well as a +1 bonus to all astrology proficiency checks.
Spelljammer - The character can also use this proficiency to determine which planets have intelligent creatures, civilizations, etc. This use of the proficiency may require preparation by the DM, since information regarding a new crystal sphere might be discovered when the characters first enter it.
This proficiency serves to aid the character when attempting to keep his balance on a rocking ship. When attempting to keep from falling, the character makes a proficiency check. If this check is successful, the character has managed to compensate for the movement, grab onto a nearby object, or quickly move to sturdier ground. If the check fails, the character has fallen and suffers normal consequences. This can be used not only on ships, but also any time the character encounters a situation in which he may slip or fall due to movement of the ground or a slippery surface. {from Vince Carr}
The PC in possession of this skill is able to determine the quality of alcoholic beverage and fashion mixed drinks. Successfully rolling this skill allows the character to note foreign elements - such as poison (at a +4 to the normal saving throw allowed, with a save indicating no damage, and a failed save indicating only a successfully rolled damage) - in drinks. {from dragon #156}
Bee raising & knowledge of how to harvest wax & honey without destroying hive {from Barbara Haddad}
Begging serves two functions. First, it allows characters to pose convincingly as beggars. Success in this function is automatic, and no checks must be made. Secondly, it allows a character to make a minimum daily income. To use this proficiency to earn money, it must be used in an area where people are present (a city, town or village etc.). The following modifiers do not take into account the wealth of a particular locale, just population density. Impoverished regions may have a greater penalty, as will regions where a long tradition of stinginess is maintained.
| Locale uninhabited/wilderness countryside hamlet, village town city |
Modifier failure -7 -5 -2 0 |
A successful check enables a character to beg for enough money, goods or services to meet his basic needs (a little food, drink, and a place to sleep). Begging cannot force PC’s to give away money, players are always free to decide how generous their characters are.
A character with the boating proficiency is needed to guide a boat down a rapid stream and to reduce the danger of capsizing a canoe or kayak. It also allows a PC to make minor repairs and improvements in these boats, such as waterproofing them and patching holes. He also assures the maximum speed of the boat. This proficiency is distinct from Navigation and Seamanship, which applies to ships on oceans, seas, and large lakes.
The boatwright proficiency allows a character to construct all kinds of watercraft up to a maximum length of 60 feet. The time required to build a boat depends on size. As a general rule, a boat requires one week of construction time per foot of length. Two characters with the boatwright proficiency cut this time by half; three reduce it to one third. A maximum of one boatwright per five feet of length can work on the same vessel. The basic boat includes hull, masts (if applicable), deck and benches are required. Features such as sealed hold or cabin add about a week apiece to complete. Characters without the boatwright proficiency can aid the boatwright in construction, but two such characters equal the time savings that one additional boatwright could provide.
A PC with this NWP is readily able to identify vegetation of all kinds and is familiar with the properties, life cycles, and habitats. This knowledge is limited to the terrain and climate the PC has studied (forests, desert, mountains, plains, coastal/wetlands, etc.). One ability check is required to identify the plant in question, and a second die roll to determine whether the character can recall any specific information concerning it. Elves and other forest dwellers generally have a good grasp of botany, allowing each of them a +1 bonus to all botany ability checks they make in their own terrain and climate. Possession of this skill grants a +2 bonus on all agriculture and herbalism skill checks. {from dragon #169}
This is the art of avoiding trouble and gaining favors through the use of illicit payments, either cash or goods. The size of the bribe required is proportional to the loyalty of the bribee, and the amount of danger this would place the bribee in should the act be discovered. A check is made with the following modifiers:
| Danger Level None (+2) Average (-2) High (-4) Very High (-6) |
Loyalty Un-loyal (+2) Average (0) Loyal (-4) Very Loyal (-6) |
Size of Bribe 1d10 sp (0) 1d10 gp (+2) 1d10x10 gp (+4) 1d10x100 gp (+6) |
Note that the size of the bribe is multiplied by the bribees level (0 level characters count as level 1), and the bribee’s Wisdom mind attack adjustment is counted as a penalty to the roll. If the roll is successful, then the bribe is accepted, with commensurate consequences. {from Vince Carr}
Meat sectioning/preserving {from Barbara Haddad}
The handwriting of an individual with this proficiency is controlled and beautiful to the point of being considered art. A PC could earn a tidy income copying documents, books, formal letters, etc. for the wealthy public. Skilled calligraphers are often sought by the courts of the aristocracy and religious institutions that wish to illuminate their holy writings. The reading/writing NWP must have been taken before this skill can be selected. Possession of this skill grants a +1 bonus on all artistic ability skill checks involving the painting or lettering of signs, documents, etc. {from dragon #169}
An individual with this skill is an expert at outdoor camouflage. Using natural substances (grass, mud, sticks, etc.), he can attempt to blend himself and his companions into the undergrowth. This takes about a turn per person to carry out and is effective only as long as the characters are still and silent. It can be useful for hiding from attackers or as an ambush weapon, granting up to a +4 bonus to surprise others. Buildings can also be camouflaged, taking about 2 hours to hide a small cottage, although they require maintenance about every week to repair and replace the disguise. On a successful check, the PC has become effectively invisible to all those more than 30’ away, so long as he remains still. Individuals passing closer than 30’ are likely to spot something amiss (half perception check), unless the check was passed easily (5 or more below the number required, in which case, they get a ˝ perception chance to spot only when within 10’).
Note that camouflage only works for normal visual sightings, creatures with excellent senses of smell or with infravision, are not affected. Camouflage is only successful in areas with moderate to heavy vegetation; the DM should use common sense. {from dragon #200}
| Camouflage Modifiers | |
| Modifier to Size Tiny/Small Medium Large Huge Gargantuan |
Success Chance +2 0 -1 -4 -10 |
The character is familiar with the techniques for building wooden spelljamming ships, and can oversee normal carpenters working on spelljamming vessels. The tools, machinery, and materials necessary must be available. Unusual and complicated jobs may require a shipwright to oversee the work. Jury rigging to restore hull points, masts, or spelljamming rigging requires a successful proficiency check. If this check fails, the character either fails to repair the damage or the repair must save as thin wood vs. crushing blow each time it is stressed, at the DM’s option.
Ability to make tallow and wax candles. This skill also allows a PC to completely waterproof an item with wax, without damaging the item (by using wax coated rags etc.). This increases the weight of the item by 1/10th. Items such as backpacks, spellbooks, scroll cases, bows, etc., can all be done in this way with specially treated rags, which must be carried by the PC. The time to apply the wax cover takes 1-12 rounds, depending on the item. A heat source must also be available to do this effectively (e.g., fire, torch, etc.) {from Barbara Haddad}
A PC with this NWP is skilled in making maps, making him essential to any group of adventurers exploring unknown territory. A cartographer is a keen eyed artist with a well developed sense of distance and depth, whose perception of the physical world is so exacting that with amazing accuracy he can copy onto a sheet of paper whatever he looks upon. He can also copy other maps professionally, and this makes him a valuable addition to the retinue of the aristocracy and other land holders. In mapmaking, time is important when considering the detail and accuracy of the resulting product. Outdoors, this is best left to the DM to decide in accordance to the type of terrain and the detail the players' desire. Underground in a dungeon setting, however, accuracy and detail are much more important; often the survival of an entire adventuring party will depend on a single map. Once again, the DM must decide how long it takes to map any particular area, but this should take a minimum of one round plus the time it will take the cartographer to pace out the area. Another round or two should be added for increased detail or specific notes. A cartographer need only make an ability check on three occasions; when he maps a VERY unusual area, when he attempts to copy another map, and when he attempts to read a map that he has not manufactured himself. If he fails in the first, it is assumed that he has made a blunder that has rendered the map useless. If a failure is indicated in the second, he cannot read the map because symbols have been used that he is not familiar with, or the map lacks a legend or a key. In a fantasy setting, map symbols are unlikely to be universally known.
A small travel kit consisting of a waterproof leather case (with stiff sides so that it may be used as a drawing surface), 2 bottles of ink, a half dozen quills and a like number of parchment sheets will cost the cartographer about 25gp. Additional colored inks and drawing instruments should be available in most cities. It is not necessary for the reading/writing NWP to have been taken prior to selecting this skill. However if the mapmaker cannot read or write the languages he knows, his maps, while accurate, will have keys understood by him only. This skill grants a +2 bonus on all navigation and orientation skill checks. {from dragon #169}
A character with this proficiency is skilled in the construction of carts of all types. Chariots, wagons, and other transport vehicles of that nature may also be created. The metal parts must be fashioned by a blacksmith, but the remaining parts can be put together by the cartwright. Typical construction time of a single-horse drawn cart is two days, if all the parts are available. Chariots take about three days to construct, if made of wood, while large covered wagons take up to a week to build.
Chanting is used to keep fellow workers or soldiers in pace. NWP checks mean that those who can hear the chanting character become slightly hypnotized by the rhythmic sound, causing time spent on arduous tasks to pass quickly. The DM, at his discretion, can adjust results for forced marches, rowing, digging, and other similar tasks accordingly. {from complete book of humanoids}
Can attempt to brew poisons and acids. Can only make weak acid at no penalty to the NWP roll, and may make medium acid at a NWP penalty of -4 (see alchemy). Can make all poisons as alchemist (with an extra penalty of -2 to NWP roll) except for the following types: - types E, F, J, K, L, M, N, O, P. If gunpowder is used, it requires this proficiency to make. Requires the use of a chemist’s lab equal to half the price of an alchemist’s lab.
A character with this proficiency is able to negotiate walls and other surfaces in the same manner as a rogue. Tools are not necessary for this type of climbing, and even smooth or very smooth surfaces may be climbed. This proficiency adds +10% to the character’s base climbing skill of 40% for every additional slot spent on it after the first. A proficiency check must be made if the character would fall. Success indicates that the character managed to stop his descent, while failure means the character has fallen, taking damage appropriately.
Those who take this proficiency must specify whether they are skilled at crafting wind, stringed, percussion, or keyboard instruments. It takes an additional proficiency slot to gain one of the other skills. Three additional slots allow the character to take the title "master craftsman" as he is able to craft instruments of all forms. A craftsman must buy materials equal to a quarter of the instrument’s sale value. It then takes 1d6 days to craft a wind or percussion instrument, 2d8 days to form a stringed instrument, and 3d10 days to create a keyboard instrument. These times assume that the craftsman is spending 10 hours a day working on the instrument. If craftsman tools are not available, all times are doubled.
The quality of an instrument is determined by a final proficiency check. Failure results in an instrument or poor quality, while success indicates good quality. A natural 96% or above indicates that the instrument is non-functional, while a natural 5% or below results in a masterpiece worth twice the normal value.
Simple repairs take only 1d4 hours and require no proficiency check unless the proper tools are not available. However, repairing severe damage requires 1d8 hours and a check is mandatory for success. {from Vince Carr}
Characters with this proficiency are familiar with how to handle crowds. They are skilled at observing crowds and adjusting their behavior accordingly. This skill also can be used to adjust the encounter reaction of a crowd. A successful proficiency check will alter the crowd's reaction by two levels (or convince them to donate more money to entertainers, beggars etc., as they normally would, usually twice as much).
Characters with this skill are able to develop systems of encryption which can be used to secretly send messages. Such messages will be unreadable by anyone other than the character unless the other person has a key to the encryption.
Upon a successful proficiency check at a -3 penalty, a character with this skill can break another's encryption.
Cattle handling and ability to make dairy products: cream, cheeses, butter, curds, whey {from Barbara Haddad}
This proficiency provides a character with a sixth sense, which warns of all types of impending danger. On a successful proficiency check, the character would get a message such as, "You get very bad vibes about walking down that corridor". Wherein the corridor there may be a pit trap a couple of feet ahead of the PC, or a group of invisible monsters waiting to ambush the character. On another check the warning may be "As you reach down toward the glowing sword, your hand stops involuntarily, as you are overwhelmed with the tingling sensation of foreboding doom".
Characters with this 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. 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 does not work unless the targeted individual is at least cautious toward the debater (if they saw eye to eye, there’d be nothing to debate). Assuming these conditions are met, the debate begins. It continues until the target makes a d20 roll HIGHER then 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— i.e.: a failed pickpocket attempt, a sudden attack, scream, etc.) As soon as debate ends, so do the penalties noted. Two individuals with 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 both suffer the penalties as noted above. {from Aaron Ranta}
Both the healing and diagnostics proficiencies aid victims of trauma and disease. But while the healing proficiency can be used to restore lost hit points, diagnostics is mainly concerned with determining the cause of the damage and the prognosis; diagnostics alone will NOT heal the damage. With a successful NWP check, a PC becomes aware of all the following information applicable to a particular patient:
An individual who knows the art of diplomacy has a unique way with people that draws them to his person almost irresistibly. He has a flair for words, an extensive vocabulary, and is articulate and practiced in the arts of subtle and overt coercion. Any character with this ability that makes a successful check against his Charisma score, and has at least one round of uninterrupted conversation with any creature that can understand him, adds +5 to his reaction adjustment. For every additional round the character manages to speak, an additional +1 is added, to a maximum of +15 (including the original +5). Furthermore, the loyalty vase of any associates of the individual is adjusted by a +2 bonus for every slot devoted to this NWP. {from dragon #169}
Characters who have this proficiency can put on an impressive display of weapon prowess without fighting at all—swords whooshing in a blur, daggers flashing, arrows splitting melons in two. An individual must use a weapon with which he or she is already proficient, but specialization has no further effect. The ‘show’ takes at least a round. Those who are impressed are forced to make a morale check. (results outlined below) Not everyone is swayed by weapon prowess. Characters must pay attention before this proficiency has an impact. i.e.: it might be useful staring down a guard at the city gate, but would do nothing against a screaming mob or a charging band of desert riders. Further, characters who have this proficiency must be of equal or higher level (or HD) then their audience to impress them.
Moral check results: characters who make successful morale checks can see that an individual with this proficiency handles a blade well; otherwise they’re unaffected. Characters who fail their morale checks react in a manner suited to the circumstances at hand. If the situation isn’t desperate, and violence isn’t inevitable, characters who fail their checks are likely to try talking to the individual with weapons prowess; else they’ll simply back away. They won’t surrender outright, but they’ll realize that the individual is not the sort to trifle with. Sometimes walking away and talking things over are not viable options. i.e.: the guards at the sultan’s treasury (after failing their checks) will stay at their posts and remain willing to fight. If forced into combat, however, they’ll suffer a -1 attack penalty. PC’s are not affected by morale checks, though if the attempt is made, the DM should provide a frank evaluation of the display based on level of success. {from Aaron Ranta}
Care of herd animals and harvesting of wool. {from Barbara Haddad}
This rare non-weapon proficiency represents much in-depth study of Metamagic—the forces, which underlie magic itself. Hence, it usually must be learned from a university or academy. On a successful proficiency check during spell research, the wizard can reduce the time required to complete the spell by 25%. The expenses that would have arisen during this extra time are, naturally, not accrued.
The making of vegetable and mineral dyes, and use of it {from Barbara Haddad}
This skill is similar to the thief’s hear-noise ability, except not as powerful, it allows a character to ‘home in’ to a particular conversation being spoken, and remember what is being said, while appearing to be doing something else, such as hiding, sitting at a bar drinking, etc. This also gives a normal character a base chance of 10% to detect noise as a thief, with no bonuses for race, but with all the same penalties that a rogue would receive. Each time this NWP is chosen, the hear noise percentage increases by 5% {from dragon #153}
This is the ability to escape shackles, ropes and even straightjackets by body contortions and limb manipulation. Tight ropes impose a -1 penalty, locked metal cuffs impose a -3 penalty and straightjackets impose a -5 penalty. For multiple bonds, these values are cumulative. Note that having the rope use skill, and making a successful check, increases the escapology skill roll for rope bonds by +2. {from Vince Carr}
A PC with this proficiency is an expert in training and handling falcons (as well as hawks at a -1 NWP check. Owls can also be trained, but at a -2 NWP check), enabling him to teach them tricks and tasks. A PC can teach a falcon 2-8 tricks or tasks in any combination. It takes 2-12 weeks to teach a trick, and 9-12 (d4+8) weeks to teach a task (these times are halved if the teaching NWP is known with a successful teaching NWP check). At the end of the training period, the PC makes a NWP check. If the check succeeds, the falcon has learned the trick or task. If the check fails, the falcon is incapable of learning that trick or task. If not using falconry training equipment (cost 10gp, weight = 1lb.), the success roll for training is made at -2. Tasks:
This is the art of distraction and conning NPCs. If a successful proficiency check is made, the fast-talker weaves a successful scam. Modifiers are based upon the intelligence and Wisdom of the NPC target, as shown below. DM’s may also offer modifiers based upon plausibility, what the character is attempting, as well as racial preferences of the target. Modifiers are cumulative. Targets of intelligence of 3 or less are so dim that attempts to fast-talk them fail automatically, because they cannot follow what is being said. Targets with intelligence of 20 or more, or Wisdom of 19 or greater are immune to fast-talking.
| Target's Intelligence 4 - 5 6 - 8 9 - 12 13 - 15 16 - 17 18 19 |
Modifier +3 +1 0 -1 -2 -3 -5 |
Target's Wisdom 3 4 - 5 6 - 8 9 - 12 13 - 15 16 - 17 18 |
Modifier +5 +3 +1 0 -1 -3 -5 |
This NWP takes one hour to use, during which time the character can only move at half the normal rate. It can only be used once per day, and if successful it allows the character to find enough water to sustain himself for one day.{from Dark Sun}
By using this NWP, a PC can search a wilderness area to locate a small amount of a desired material, such as a branch suitable for carving into a bow, enough kindling to start a fire, a medicinal Herb, or a component required for a spell. The PC must spend 2-8 hours searching, and the material must theoretically be available in the area being searched. The DM doesn’t confirm if the material sought is actually available until after the PC has searched for the designated period. If the DM decides the material isn’t in the area, no NWP check is necessary; he merely reveals that the search was in vain. If the Dm decided the material is indeed available, a successful NWP check means the PC has found what he’s been looking for.
As a rule of thumb, the PC locates no more than a handful of the desired material, though the DM may make exceptions (e.g., a field full of a particular herb or plant, etc.). If the check fails, the material isn’t found. The PC may however search a different area, requiring another NWP check and another 2-8 hours. {from PHBR11, rangers handbook}
With this proficiency, characters know a variety of methods for divining the future - and they are all fake. Characters with this skill employ-looking devices, sonorous oratory, or other methods to convince others that they are authentic soothsayers. Common methods include cards, palm reading, counting bumps, casting runes, examining animal entrails, and more. Fortunetellers put on a good show, then tell any prediction they want. This is done to gain money from the gullible, to impress other NPCs, or even to substitute for a true diviner when none are available. A successful proficiency check indicates that the target believes the fortune. If it fails, the sham is discovered or the fortune is simply not believed. Note that other PC’s are not forced to believe, regardless of the roll. (Note, on a roll of 1, for the NWP check, the actual fortune foretold actually comes true).
This proficiency is handy when a ship’s gravity plane shifts. This can cause objects, cargo, weapons, and crewmembers to fly across the deck, or even straight up! This proficiency gives the character the chance to personally counter these shifts. If the proficiency check is successful, the character does not need to roll the usual Dexterity check. The character recovers quickly enough and continues with his current duties as though nothing happened. If he is manning a weapon, he can still attack. If loading, he is not interrupted. If the proficiency check fails, the character is required to roll the standard Dexterity check to see if he maintains his balance. This proficiency does not negate the disruption of activity due to a Ship Shaken hit.
When on extended periods underground, it is useful to be able to tell the difference between edible and poisonous fungi (or which 50% of underground fungus is poisonous). It is impossible to harvest edible fungi without this NWP. If the PC has plenty of light and an opportunity to study the fungus in question closely and uninterrupted for 10 minutes, no NWP check is required. If he is unable to see the fungus properly, often the case when using infravision, or has to make a hasty decision about edibility, a NWP check must be made. {from PHBR6, dwarves handbook}
A PC with this proficiency is able to identify different types of rocks and minerals, including metal and gems. Though he cannot accurately appraise the value of such items, he can differentiate between ornamental, semiprecious, and precious stones, and can make an educated guess at the purity of any vein of precious metal. He is also familiar with underground formations and functions of the natural world related to this science, such as earthquakes, volcanic activity, and the processes involved with the creation of the various rocks and minerals. There are few dwarves who are not familiar with the basics of geology, and it is also a favorite with gnomes, especially deep gnomes. This skill adds a +2 bonus to all mining skill checks. {from dragon #169}
This proficiency allows the character to create small and delicate items of glass. While a modest living may be made from the construction of baubles, trinkets, and other glass sculptures, other uses are apparent. Beakers, flasks, and tubes may be constructed for use in an alchemist’s lab or as storage containers. All that is required is a very hot flame, the glass to start with, and several instruments for the shaping of the glass. A proficiency check is required only when creating extremely delicate constructions or using rare glass. A completed small flask may be created in two hours time. Larger or more complicated items take proportionately longer to create, from several hours to over one day's time.
A character with this proficiency is skilled in the art of fashioning objects from gold and it’s alloys. This requires delicate attention to detail. A shop must be set up to do any intricate type of work. Objects such as gold cufflinks, pendants, spectacle rings, and candlesticks require the use of this proficiency. Times required depend strongly on the type of item being created. Gold alloys are used to construct durable items such as rings and pendants. Any type of gold inlay into weapons, armor, or other items requires a character with the goldsmithing proficiency. A proficiency check is required when dealing with pure gold, since it is easily bent and ruined. A proficiency check is also required when constructing truly magnificent gold works or highly intricate items.
This governs the use of the space grappling hook. Marine sailors who have grappled ships and thrown lines may have this proficiency when they start their space careers. Otherwise limit it as a starting proficiency for beings native to space.
Hiding is the ability to instinctively select the best hiding place under nearly any condition. PC’s who make successful checks can virtually disappear from view. Success is determined by modifiers based upon the intelligence (and perception) of the character being hidden from. This ability operates independently of any other natural or special hiding abilities the character may have.
| Opponent's Intelligence 3 or less 4 - 5 6 - 8 9 - 12 13 - 15 16 - 17 18 19 20+ |
Modifier +5 +3 +1 0 -1 -2 -3 -5 -7 |
Through the use of this ability, a character can gain information about a specific person, place, or thing. In appropriate circumstances, a character will be aware of major rumors circulating around a town or area. With a successful check, information can be gleaned. The following modifiers are used:
This NWP includes the combat skills necessary for a successful joust, as well as the manners, behavior and flair needed to impress an audience. To take this proficiency the PC must first have a weapon specialization in the jousting lance.
A character with this proficiency modifies his attack rolls in a jousting match by +2. The use of this proficiency assumes the character has an adequate lance, shield and mount.
Should a character win a match, his stylish performance favorably impresses the audience. Audience members with a special interest in the match (such as royalty, gamblers, or potential paramours) who later encounter the jousted modify their reaction rolls by +2. If he wins several matches in a tournament, the bonus doesn’t rise above +2. If he later loses a match or two in the same tournament, he still earns the bonus. However, if the jousted has an especially disastrous day - say, if he follows a winning joust with a long string of losses - the audience may dismiss the win as a fluke, and the DM may cancel the bonus. {from The Complete Paladins Handbook}
The character has mastered a difficult and obscure language once spoken in wildspace, now primarily found in the writings of pedantic sages. The main use of the language is to read tomes of ancient secrets writing by long-dead mystics. This proficiency enables the character to either read or speak the language (his choice).
The character is knowledgeable in aspects of the legal codes in a specific region or city. This skill allows the user to deduce whether a crime has been committed given some evidence, to represent himself or someone else in a court of law, and to realize the legal implications of an action. The law does not always favor the innocent, therefore good lawyers are always in demand in large cities. {from Vince Carr}
By asserting himself (making a successful proficiency check) the PC can give his crew/henchmen/followers bonuses if they rally to his cause and follow him into battle. They gain an additional +1 to their morale score, as well as a +1 THAC0 bonus for 1d4 rounds. If the check fails, the crew suffers a -1 morale penalty, and a -1 THAC0 penalty for one round. {from Vince Carr}
With this proficiency, a character can make and repair all kinds of mechanical locks. Thieves with this proficiency gain a +10% bonus to their lock-picking skill, because they are intimately familiar with the internal structure and workings of locks.
This proficiency represents a knack for grabbing the best loot in the shortest amount of time. A successful NWP check allows a character to recognize and grab the most valuable combination of items that is feasible, given the situational limits of time and space.
Ability to give soothing massages. A 1 hr massage allows body to heal as though it has received 1 full day of bed-rest {from Barbara Haddad}
Allows merchant to buy in bulk at a 1-20% price discount and to sell bulk goods at a 1-12% profit. {from Barbara Haddad}
Grain treatment for preservation, as well as grinding and other preparation practices. {from Barbara Haddad}
This is the ability to entertain others using only gestures and actions, and without the use of voice. Mimes can be serious or humorous, the latter being the easiest and most common. The skill blends well with others, such as tumbling or possibly ventriloquism. {from Vince Carr}
Characters with this proficiency are able to cause their minds to reduce pain induced upon their bodies. For instance, a character using this proficiency would be able to walk across a path of hot coals, lie upon a bed of nails, or have stone blocks broken across his chest. Preparation to use this proficiency is equal to 1 turn. After this, the character may undertake actions, which would normally cause great pain or damage for up to two rounds per point of Wisdom that he possesses. During this time any pain caused by situations similar to the above mentioned ones is negated, and any damage is reduced to 2 points per die, or 20% of the total damage, whichever is less. This does not count against melee damage or damage caused by spells or the like. However, the character could stick his hand into a roaring campfire and retrieve a necklace with only very minor burns. When time has expired, the character will feel a slight numbing in any areas, which were injured. This disappears within minutes, however. {from Vince Carr}
A PC with this skill has picked up some knowledge of various monsters from friends or family who were former adventurers. If the DM questions whether the PC would actually know of a certain monsters ability that the actual player is aware of, the DM can call for a roll against this skill. Success indicates that the PC may act upon the player's knowledge. Under no circumstances, may a player reference a rulebook detailing a monster's powers. It means that a player may run his character as though the latter possessed the formers knowledge of the creature in question. If the roll is made but the player doesn’t know what the creature is or does, tough, you are not to tell the player any information at all, its only what they know already. {from dragon #156}
Corpse handling and treatment (for presentation value) plus corpse disposal techniques. {from Barbara Haddad}
The character has learned the arts of wildspace navigation, avoiding hazards and using planetary motion to improve speed over long journeys. This proficiency is not useful on land or sea. In wildspace, a successful proficiency check allows the navigator to know his position relative to his destination, course, speed, and approximate arrival time. In addition, a successful proficiency check allows the character’s spelljamming vessel to arrive at its wildspace destination 10% faster than normal. An unsuccessful proficiency check indicates that no time is saved; on a roll of 20, travel time increases by 50%. A navigator can bypass large (celestial) obstacles and return easily to the desired course. A character with this proficiency on a ship equipped with a pool or series helm can use his THAC0 at half level to direct a ram attack.
This is the art of navigating from one sphere to another, a separate skill from navigating within a single crystal sphere. It is a difficult and risky activity, but it is sometimes necessary when a planetary locator is not available. A spelljamming ship that enters the Flow normally moves randomly, arriving at some other crystal sphere within 10-100 days. With a successful proficiency check from the ship’s navigator, the ship arrives at the chosen destination within that time. Of course, the destination must be one that is normally reachable.
If the proficiency check is failed, the ship arrives at a random sphere. This check is made in secret. On a natural roll of 20, the ship drifts in the phlogiston for 20-200 days; such ships may be in grave danger of exhausting their air supply before returning to a random crystal sphere.
A character with this proficiency can determine underground direction and the shortest route to the surface. By careful analysis or air and currents, a character can even determine whether there are any pockets of poisonous gas in the air. A successful NWP check is required to use this ability.
A PC with this NWP is capable of reading and following any normal map he comes across. He can even follow, in general terms, maps labeled in unfamiliar languages as long as he makes a successful NWP check. Furthermore, if the sky is clear, the PC can determine direction, night or day, by using the stars and daytime shadows as guides. The latter method requires one turn to make the proper measurements and calculations. A PC with this skill and an appropriate map gains a +1 bonus to any survival skill roll. He also gains a +1 bonus to any navigation skill roll he makes if he has the right map for the area. {from dragon #169}
This NWP enables the PC to make a compelling argument to convince a subject NPC character to see things his way, respond more favorably, or comply with a request. The PC engages the NPC for at least 10 rounds (meaning that the subject must be willing to talk with the PC in the 1st place); subjects whose attitudes are threatening or hostile aren’t affected by this proficiency. A successful check means that the subjects reaction is modified by +2 in favor or the PC (see table 59, in chapter 11 of the DMG). This bonus is not cumulative with any other reaction modifiers, such as those derived from Charisma; other reaction modifiers don’t apply. For every additional slot a PC spends on this NWP, he boosts the reaction modifier by +1 (e.g., spending 2 slots allows for a +3 reaction bonus)
This skill allows a PC to preserve herbs and chemicals and prepare medicines from both natural and inorganic ingredients. On a successful pharmacy check, the pharmacist can create a medicine to cure certain ailments (the DM should assign a +3 to -10 modifier, depending on the severity and rarity of the disease) using herbs and chemicals. A failed check either does nothing or has non-lethal side effects (DM choice), but a check of 20 results in poisoning. Using this skill with both herbalism & healing, with cure an extra 1HP per application. This skill is needed to preserve all the healing herbs mentioned in Herbalism NWP for longer than 2 game weeks. {from dragon #200)
The character has learned the legends, lore, and history of some planet or thread of time in some distant sphere. The knowledge must be world specific. The DM can restrict the selection to certain planets, or can allow the player to choose. Thus, a player could know details about the Unhuman Wars, or the history of the planet Glyph, or whatever else is available in the specific campaign. The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, breakthroughs, unsolved mysteries, crafts, and oddities of the time or place. The character must roll a proficiency check to identify places or things he encounters from that age or location.
A character with the planetology proficiency has studied the various types of planets that may be found within crystal spheres. He is able to identify signs of groundling civilization from space and can determine the climate and probable inhabitants of a world by studying it for a short time, and making a successful proficiency check.
Proficiency in poetry includes the skills of reciting poetry and judging its quality. It also indicates that the character has a repertoire of poems memorized for recital at any time. No proficiency check is required for a normal recital.
If the character can read and write, original poems can be written. A successful proficiency check indicates that the poem is of above average quality.
The character is trained in handling a swimming mount. The particular creature must be chosen when the proficiency is taken. Additional proficiency slots can be used to learn how to handle other types of mounts. A character must have this proficiency (or ride with someone who does) to handle an aquatic mount. In addition, a proficient character can do the following:
The character is trained in handling a flying mount in wildspace. The particular creature must be chosen when the proficiency is taken. Additional proficiency slots can be used to learn how to handle other types of mounts. A character must have this proficiency (or ride with someone who does) to handle a mount in wildspace. In addition, a proficient character can do the following:
Allows crafting of ropes and nets from any suitable material. {from Barbara Haddad}
This proficiency allows a sail master (officer) to control the use of sails with such skill that the ship gains a one step bonus to its Maneuverability Class for one turn. The ship’s MC cannot go above A. If more than one character succeeds in using the sail manipulation proficiency in one round, the ship’s Maneuverability Class is reduced by one step, to a minimum of MC F. The person controlling the sail can not do any other task otherwise the benefit is immediately lost. A PC must have some other boatcraft proficiency before this NWP can be chosen. {from Vince Carr}
A character with this proficiency is skilled at making exact copies of any written material. The character could earn a modest living copying rare tomes, letters, or even arcane runes for the wealthy. To be successful, the character must have an original in front of him during the entire process. A proficiency check is made, and if successful, the copy is a perfect copy of the first, without loss of any words or meaning. The new copy is obviously in a different hand than the original (this is not a substitute for forgery). The character need not understand the language of the original, as long as the letters are easily readable. Characters must take the reading/writing proficiency prior to this one, although the specific language is not important. A typical scribing kit, complete with carrying case, magnifying lens, 2 bottles of ink, a dozen pages of parchment, and a like number of quills costs around 50 sp. Special inks and quills are available in large cities. A character with the forgery proficiency adds a +5% bonus if the scribing proficiency is also known. {from Vince Carr}
The character is knowledgeable regarding techniques for ship construction and repair. He can design and build ships of all types over 50’ in length, with a proficiency check only being required for an unusual feature. The character can perform routine maintenance on sailing vessels or galleys, including repairing sails and caulking the hull, without a proficiency check. Vessels of any size require large crews of shipwrights and other laborers to build or repair. The time required to build a ship depends on size. As a general guide, a ship requires one week of construction time per foot of length. For every character with the shipwright proficiency reduce this time by 20% (to a maximum of 60%). A maximum of one shipwright per five feet of length can work on the same vessel.
The basic boat includes hull, masts, deck, and benches as required. Features such as a cabin or a sealed hold add about a week apiece to complete. Characters without the shipwright proficiency can aid the shipwright in construction, but three such characters equal the timesavings that one additional skilled boatwright could provide.
This proficiency permits silent communication with anyone who sees and understands the signals. The maximum range is line of sight in a lit area (to a maximum of 60 feet). Sign may be an extensive language capable of handling long conversations, or simply a means of communicating a few easy to understand phrases such as ‘attack’, ‘orcs behind the rock’, or ‘you three move left’. A proficiency check is made when speaking or interpreting sign. The +2 bonus should only be used when giving short, easily recognized commands. More detailed signals require a -1 modifier.
This proficiency allows a character to communicate to another person over a long distance. Only messages of less than 10 words per minute or so can be sent this way. The type of signal method used must be chosen along with this proficiency, i.e., smoke signal, drum signals, mirrors, trumpets, naval flags, etc. A person must make a successful NWP check to send the signal as intended, and the receiver must also make a successful NWP check to decipher the signal sent accurately. A failed NWP check does not automatically indicate failure, as the signal may be interpreted incorrectly, sometimes with dire consequences. A character with this proficiency may also decipher signals that they are not proficient in, with a 1/3 normal chance of success. A drum signaler sees a mirror flashing in the distance and thinks it some type of signal, his normal chance for signaling with drums is 17 on 1d20, so his chance to identify the mirror signal would be 1-6 on 1d20 (1/3 * 17). Note that this skill is used by heralds and employed extensively in times of war and especially on the battlefield where generals need to communicate with their subordinates' etc. {from PHBR11, ranger's handbook}
This allows a character to send a message underground using noise. To send a signal, tap on a section of wall with a hammer, rock, or bit of metal. The sound will echo through the rock to a distance of 1d4 miles. The sound transmitted will resemble Morse code and unlike Signaling (above), extensive messages can be sent. The chances for success are the same as for Signaling (above).
This proficiency gives the character the ability to use signaling equipment to send complex messages across wildspace. While any character can use a red smoke grenade to signal danger, a character with this proficiency can send coded messages to other ships using a signaling mirror, light, or flags. The signal transmitted by this proficiency will cross up to 3 miles in wildspace, although it must travel in a straight line. A skilled signaler can send as many as 10 words each combat round.
To send a message and have it understood, the sender and receiver must both have the proficiency and both must roll proficiency checks. If both succeed, the message is understood perfectly. If one fails, the message is distorted, but in an obvious way, so that it can be retransmitted next round. If both checks fail, or if either check is 20, an erroneous message is received and conveys a message that is opposite of the real meaning.
This proficiency provides the character with knowledge on the construction of silver items. These include chalices, pewter figurines, and other adornments. In addition, any type of silver etching in weapons or amour requires a silversmith. A proficiency check is only required when creating truly magnificent pieces or highly intricate detailing. {from Vince Carr}
A character proficient in skiing is able to move over snowy ground much faster than a non-proficient. character. It is rather difficult to learn unless you’re grown up with it, suggested training time is 8-10 months. Depending on the conditions, movement is at least 1.5 times that of walking, often more. During cold weather (-8 Centigrade or below) movement may be something like 15 (for characters with base 12), walking under these conditions is suggested to 6. Wet snow will lower this rate as far down as 6 (walking here will be about 2). This is cross-country skiing. The ability check for this version is Constitution +2.
Depending on how advanced the ski is, the DM may allow telemark/slalom skiing (the equipment for this wasn’t developed until the 19th century), the ability check for telemarking is Dexterity -2. Movement down a hill or slope may be very high (but you better be VERY good...), a character proficient will have no problems outrunning most animals/monsters that doesn’t fly assuming the slope is relatively free of trees. {from Adne Brunborg}
A character with this proficiency has the ability to enter a deep trance and reduce the amount of air he needs to stay alive. To induce the trance, he must be in a resting position, either resting, or lying down. After concentrating for one turn, pulse and breathing drop well below normal(on a successful NWP check, if this fails, the character cannot slow his breathing), so that breathing requires only 10% of the rate when resting. The character emerges from his trance at will, fully aware of anything that has occurred nearby.
The smelting proficiency is closely tied to the mining proficiency, since between them they provide all of the metal used in the campaign world. A character with this proficiency can operate a smelter, which is essentially an extremely hot forge. Using this forge and the occasional application of certain liquids, including water and acids, the smelter separates the metal from the rocky ore with which it is usually mined.
The amount of ore that can be processed is more a function of the size of the smelter than the character’s working rate. A small smelter can process ore as fast as four miners can produce it. A medium smelter can process the ore excavated by up to 20 miners. A large smelter can process the ore excavated by up to 100 miners.
Because of the materials needed to operate it, a smelting operation costs money to maintain. This expense is in addition to the cost of the smelting equipment itself. A small smelting operation costs five sp per day to operate; the cost of a medium smelting operation is 12 sp per day, and a large smelting operation costs 25 sp a day to run. The smelter only costs money when it is in operation. Thus, it is common practice to collect a stockpile of ore before beginning to smelt it, so that the smelter can run at maximum efficiently until all the stockpiled ore has been processed.
A successful check at the start of casting means that anyone watching does not recognize the spellcaster’s gestures as magical in nature. {from Dark Sun}
Beings do not suffer an attack penalty while adrift in space, and instead gain +1 AC bonus in situations in which they can drift freely, simulating their ability to move in space to avoid attacks. If this proficiency is used, it must be chosen initially by spaceborn characters and its effects must be given naturally to experienced spacefaring monsters, not just to PC’s. Groundling PC’s may not begin their space careers with this proficiency; it cant’ be taught while on a world.
The character with this proficiency is familiar with spelljamming ships. He is qualified to work as a crewman, although he cannot actually navigate. Trained spacemen have general knowledge of all parts of their ship, can recognize the insignia of all ship’s ranks, know basic information about air consumption, gravity plane orientation, and phlogiston safety, as well as being trained to perform common shipboard tasks. Crews of trained spacemen are necessary to manage any spelljamming ship.
Characters with the spelljamming proficiency are experts at manipulating a spelljamming helm to maneuver a vessel. Any spell-caster can operate a helm, but this proficiency provides additional benefits.
The character is a storehouse of facts about the history of spelljamming as it pertains to the various creatures of space. This knowledge includes when a certain race gained spelljamming capabilities, the types of ships they have used in the past, the participants in the Unhuman Wars, the major breakthroughs in spelljamming technology, and various other facts. While the breadth of knowledge is generally wide, a proficiency check is required to recall any type of specific information. Exacting information requires a proficiency check with penalties between -2 and 10 depending on the obscurity or exactness of the information. On a failed roll, no knowledge may be recalled. If the roll is 20, erroneous information is related. The DM roll should be made in secret.
A PC with this NWP has a thorough understanding of caves and underground passages, including their geology, formation, and hazards. The PC generally knows what natural hazards are possible and what general equipment a spelunking party should outfit itself with. A successful NWP check can reveal the following information:
This talent is like the thief’s silent-movement ability, with a successful NWP check meaning that any person or monster who would normally hear the character will now have a ˝ normal perception check to detect the character, instead of normal perception chance. Wearing armor results in the same penalties as for thieves, as expressed on a d20. {from dragon #153}
This is the ability to tell good, entertaining stories to individuals or groups of people. A good storyteller has a large repertoire and knows how to select the best story for the current audience. The level of success determines how well a tale has been told, and thus determines the crowd's reaction. Bards receive a +2 bonus to this roll. {from Vince Carr}
A wizard with this skill can cast spells so sneakily that no observer can detect any somatic spell components unless they make a successful Spellcraft skill check. If the wizard combines this with a Vocalize spell, the only outward sign that he is casting a spell might be the visible effects of the spell itself. {from Net Wizard Handbook}
This proficiency gives the character an understanding of the hazards he might face in wildspace. He knows the methods required for survival in the emptiness between the celestial objects. A character with this proficiency can survive on one-half food, water, and air rations each day he makes a successful proficiency check. Each day the character fails the proficiency check, he uses a full day’s supply of water, food, and air.
Once the air, food, and water supplies are exhausted, the character must roll a Constitution check every day at a cumulative -2 penalty to stay alive. After three days consecutive with no food, water, or clean air, the character passes out, never to awaken until exposed to clean air, food, and water. Once the character fails the Constitution check, he will die in a number of days equal to his Constitution unless rescued. If rescued, the unconscious character gets a Constitution check every day at a cumulative +1 bonus until he awakens. He must have complete bed rest for three days before he can exert himself again.
Lessens weeks of training necessary for others to learn skills you teach. Time is reduced by Wisdom score in weeks. {from Barbara Haddad}
Ability to resist torture by others. If a successful check is made, then no useful information is given and the character will be spared (i.e., has not given any real information, but the torturers still think that the PC is worth keeping alive and in good health). {from Barbara Haddad}
This proficiency allows the adventures to disguise their trail well enough so that tracking them becomes impossible (or at least much more difficult). Of course terrain and level of tracker should be considered. {from Willie Baer}
By notching trees, scattering pebbles, piling stones, and clipping weeds, the PC can mark a trail through any wilderness area. Provided he moves at 2/3 his normal movement rate, he can mark a continuous trail for as long as he likes; however the longer the trail, the less likely he will be able to follow it back.
A successful NWP check enables a backtracking PC to follow his own trail for a distance equal to his level in miles. If he fails a check, he loses the trail. For example, assume a 3rd level PC marked a 12-mile trail, he would have to make a successful NWP check every 3 miles back along the trail or lose the trail. (If the PC has tracking, then he may then track his own prints back along the original trail).This NWP also allows a person to follow someone else’s trail. A marked trail lasts unless it is obscured by precipitation, a forest fire, or the passage of time (an undisturbed forest trail should last for weeks, while an arctic trial may last less than a day during periods of heavy precipitation; the DM decides). A ranger or similar character may still attempt to follow an obscured trail using the tracking rules {from PHBR11, ranger's handbook}
Trailing resembles tracking, except trailing is following a person who can be seen and followed, and is typically used in urban centers and the like. It is the talent of tailing someone - of keeping a certain distance or even catching up to them, though they may be attempting to blend into a crowd, or at least get lost in the confusion of a street full or people. A NWP check is first made to see of the thief is able to trail without being noticed. If the person being trailed has the alertness or observation proficiency, then the thief has a -5 penalty. If the thief is spotted, then the person being trailed may attempt to evade, and the thief must make another NWP check to stay on their trail. Modifiers for NWP check are; -3 to +3 for familiarity with the neighborhood (-3 for new in city, to +3 for thief’s home neighborhood), -2 or -1 on an attempt to remain unnoticed, +1 or +2 if he has been seen and is chasing after the subject. The opposite could be used for large crowds or trailing at night. A -3 applies if the person be trailed himself has the trailing proficiency (and, presumably knows the tricks of the trade and how to offset these). {from dragon #153}
The PC can attempt to heal all types of normal animals. Following the same procedures described in the description of the healing proficiency, returns 1-3 HP if treated in 1 round after wounding, once per creature per day; continued care can restore 1 HP/day during non-strenuous travelling for up to 6 creatures. Gives a +2 save Vs poison if treated for 5 rounds within a round after poisoning, and diagnose disease, magical origins identified, natural diseases take mildest form and shortest duration. Supernatural creatures (such as skeletons or ghouls) or creatures from another plane (such as aerial servants or xorn) cannot be treated with this proficiency.
This NWP is not cumulative with the healing NWP - the first used will take precedence. The veterinary proficiency can be used on humans, demi-humans, and humanoids at half the normal chance for success.{from PHBR11, ranger's handbook}
Voice mimicry is the art of convincingly imitating the voices or other people. It is a very demanding skill, requiring intense training and practice. A character with voice mimicry can imitate any accent he has heard. Success is automatic unless confronted by those who speak the mimicked accent (which then requires a check with a +2 modifier). It is more difficult to imitate a specific person's voice. Characters can only attempt to imitate voices they have heard. A proficiency check is made only to determine if the imitation is detected. Success is certain if the listener is a stranger to the mimicked character. There is a -1 penalty for trying to fool an acquaintance, -2 for fooling a friend, -5 for a close friend, and -7 for extremely close friends or relatives.
This proficiency allows a character to load and arm the large weapon of choice better and more quickly. These include large ship-mounted weapons such as ballista, catapults, jettisons, bombards, and others. The weapon crew to which this character is assigned can reload one round faster. The weapon loader proficiencies of several different characters cannot be applied to the same weapon. Characters with this proficiency are valuable crew members, and often receive double pay because of their skill. {from Vince Carr}
This NWP allows the making of simple weapons out of natural materials. This skill is most often found in those from a primitive, tribal, or savage background. The crude weapons are limited to natural materials; stone, wood, bone, sinew, reed, and the like. Crude weapons take a certain amount of time to make. The DM may add additional primitive weapons to the basic list (see below). The chance for success is based on the PC’s Wisdom with a -3 penalty. Any PC with the hunting NWP has a +3 bonus. The fashioner must be proficient with the use of the weapon. If successful, the weapon can be used normally. If failed, the weapon is so badly flawed as to be useless. On a roll of 20 (or 5 above the number required to make the item), the weapon seems sound, but will break upon first use. On a roll of 1, the weapon has no chance of breaking except against a harder material. Optional - crude weapons check for breaking upon inflicting damage; roll 1d6, on a 1-2 the weapon breaks, stone weapons break on a roll of 1.
| Weapon arrows dart axe, battle axe, hand axe, throwing javelin knife quarterstaff bow, long bow, short spear staff sling dagger warhammer |
Time 7/day 3/day 4 days 1 day 1 day 6 days 2 days 1 day 15 days 12 days 2 days 3 days 2 days 5 days |
This weapon is widely known only in space. As a starting proficiency, its use is restricted to the spaceborn. Learning the proper use and care of a wheel lock takes time. Those who master it can repair and improvise replacement parts for the weapons. Separate weapon proficiency must be used to learn how to fire the weapon. They know how to react to a backfire so as to suffer only 1d3 points of damage from such a mishap, not the usual 1d6.
Characters with this proficiency are exceptional whistlers and hummers. They can produce tunes as captivating as most songs. If a successful check is made, the character knows any particular tune in question. If he also has the animal lore proficiency, he can mimic any birdcall he has ever heard. Adventurers use this proficiency to communicate to each other. This type of communication is only possible among the characters that have this proficiency. If two or more characters have this proficiency, and make successful checks, they can communicate a single concept between them (i.e., attack, down, run, wait, etc.).
This proficiency gives the character knowledge of how to make wine and other light alcoholic beverages. The knowledge known includes how to pick the best soil for grapes, picking the grapes, processing, bottling, and storage. On a roll of 2 or less, the vintage will be exceptional.
A character with zero-gravity combat proficiency is skilled at fighting in the absence of gravity. The character suffers a +3 penalty on initiative rolls and a -1 penalty on all attack rolls, as apposed to the normal penalties of +6 and -3 respectively. Furthermore, the character retains the ability to use special combat abilities, such as martial arts, while drifting in space. Finally, the character can roughly steer his course in space by throwing objects away from him and by shifting toward large objects. He cannot control his speed, however, and can only slightly affect his course.