Netbook of Proficiencies v.2.0 When I first picked up this netbook up a few months ago I thought, hey there’s a book to have. But lo and behold it didn’t have a lot of things I thought it should have, like certain proficiencies and maybe a warning on what kind of a bad effect certain profs might have on your campaign. Like for example Alchemy (advanced) let me tell you I am just happy none of the people in my group wanted to use that one (not that it would of mattered I would of shot them down but hey, if they DM they might not.) So I scoured the web looking for any and all proficiencies I could find. Thanks go out to- * The Black One, the author of v. 1.0 * All the netbooks out there (esp. The book of sex). * adnd.com (great page). * webrpg.com and netrpg.com where I usually ‘shop’ for all my netbooks. * my mom and dad (for being horny that night). * whoever made the "some non weapon proficiencies" document that I found at netrpg.com (you know who you are.) Be sure and submit any proficiencies (not involving kiddie porn or beastiality, also I reserve the right to fix grammar, spelling, foul language or put in anything you might have missed on the description/add things [requirements to use] if I deem it appropriate. Your NWP/WP might not get put in if a similar proficiency exists, so be creative) you don’t see to FlashFires@hotmail.com. I am going to try and put out a new edition anywhere between every 6 months to every year or maybe sooner if I get a lot of submissions or free time to make up more profs. Also before I forget, send 1. comments, 2. questions, 3. cool stuff (anything that isn’t too inappropriate, not just profs. Anything you think is cool and want more people to know about. I love that stuff.). 4. spelling errors / your rulings on any of this stuff. 5.Suggestions to better this book for future generations. 6. Thanks for being so cool as to do this. I will answer. Criticisms, however, can be sent to I_got_too_many_problems_to_listen_to_your_belly_aching@shutupwhiner.com Soth69 FlashFires@hotmail.com February 1999 P.S. Any prof that looks like it takes too many proficiencies is probably overpowered FYI. ===================================================================== TABLE OF CONTENTS INTRODUCTION TABLE OF CONTENTS PROFICIENCIES WEAPON PROFICIENCIES EFFECTS OF WEAPON PROFICIENCIES WEAPON GROUP PROFICIENCY WEAPON SPECIALIZATION NONWEAPON PROFICIENCIES USING WHAT YOU KNOW NONWEAPON PROFICIENCY GROUPS GENERAL PRIEST ROGUE WARRIOR WIZARD NONWEAPON PROFICIENCY DESCRIPTIONS BROAD-BASED NONWEAPON PROFICIENCIES (from Dragon #254) WP?S WRESTLING (PHB2)/BOXING THE NEW AND IMPROVED ALTERNATIVE WRESTLING SYSTEM ALTERNATIVE W.W.F. WRESTLING THE TIGHT/BROAD GROUPS (From the Complete Ninjas Handbook) THE WEAPON LIST (STATISTICS OF THE WEAPONS) DESCRIPTIONS OF THE WEAPONS MISSILE WEAPON RANGES MARTIAL ARTS (as per The Complete Ninjas Handbook) MARTIAL ARTS RESULTS MIXED CAMPAIGNS ADVANCED MARTIAL ARTS PREREQUISITES TO LEARNING MARTIAL ARTS FINDING A MASTER TRAINING UNDER A MASTER LEARNING THE STYLE PRE-CAMPAIGN LEARNING MULTIPLE STYLES STYLE CHARACTERISTICS EXPLANATION OF THE TABLES EXPLANATION OF THE STYLES CREATING A NEW STYLE: BASICS HARD, SOFT, OR HARD/SOFT PRINCIPAL METHOD EXAMPLES OF MARTIAL ARTS CREATING A NEW STYLE: WEAPONS CREATING A NEW STYLE: SPECIAL MANEUVERS NUMBER OF MANEUVERS IN A STYLE ORDER OF LEARNING MANEUVERS DESCRIPTIONS OF THE MANEUVERS PRINCIPAL METHOD: BLOCK PRINCIPAL METHOD: KICK PRINCIPAL METHOD: LOCK PRINCIPAL METHOD: MOVEMENT PRINCIPAL METHOD: PUSH PRINCIPAL METHOD: STRIKE PRINCIPAL METHOD: THROW PRINCIPAL METHOD: VITAL AREA PRINCIPAL METHOD: WEAPON MENTAL AND PHYSICAL TRAINING ARMED AND UNARMED OPPONENTS UNARMED VS. ARMOR UNARMED VS. WEAPONS STUNNING AND INCAPACITATING HIT LOCATIONS PROFICIENCIES Most of what a player character can do is defined by his race, class, and ability scores. These three characteristics don't cover everything, however. Characters can have a wide range of talents, from the potent (and intricate) arts of magic to the simple and mundane knowledge of how to build a good fire. The character's magical ability (or lack thereof is defined by his class. Lesser abilities, such as fire building, are defined by proficiencies. A proficiency is a learned skill that isn't essential to the character's class. A ranger, for example, may find it useful to know something about navigation, especially if he lives near an ocean or sea coast. On the other hand, he isn't likely to suffer if he doesn't know how to navigate; he is a ranger, not a sailor. Proficiencies are divided into two groups: weapon proficiencies (those related to weapons and combat) and nonweapon proficiencies (those related to everything else). All proficiency rules are additions to the game. Weapon proficiencies are tournament level rules, optional in regular play, and nonweapon proficiencies are completely optional. Proficiencies are not necessary for a balanced game. They add an additional dimension to the characters, however, and anything that enriches characterization is a bonus. If weapon proficiencies are used in your game, expect them to apply to all characters, including NPCs. Nonweapon proficiencies may be used by players who enjoy them and ignored by those who don't without giving unfair advantages to anyone (provided your DM allows this; he's the one who must deal with any problems). Once a proficiency slot is filled, it can never be changed or reassigned. Acquiring Proficiencies Even newly created, 1st-level characters have proficiencies. The number of proficiency slots that a character starts with is determined by his group, as shown in Table 5-1. Each proficiency slot is empty until the player "fills" it by selecting a proficiency. If your DM allows nonweapon proficiencies, the character's Intelligence score can modify the number of slots he has, granting him more proficiencies (see Intelligence). In both cases, new proficiencies are learned the same way. Consider the case of Rath, a dwarf fighter. Table 5-1 gives him four weapon proficiency slots (he is a warrior). If nonweapon proficiencies are used, he has three slots and his Intelligence of 11 gives him two additional proficiency slots (see intelligence) for a total of five nonweapon proficiency slots. The player must assign weapon or nonweapon proficiencies to all of these slots before the character goes on his first adventure. These represent what the character has learned before beginning his adventuring career. Thereafter, as the character advances in experience levels, he gains additional proficiency slots. The rate at which he gains them depends on the group he belongs to. Table 5-1 lists how many weapon and nonweapon proficiency slots the character starts with, and how many levels the character must gain before he earns another slot. Initial Weapon Proficiencies is the number of weapon proficiency slots received by characters of that group at 1st level. # Levels (for both weapon and nonweapon proficiencies) tell how quickly a character gains additional proficiency slots. A new proficiency slot is gained at every experience level that is evenly divisible by the number listed. Rath (a warrior), for example, gains one weapon proficiency slot at every level evenly divisible by 3. He gets a new slot at 3rd level, another at 6th, another at 9th, and so on. (Note that Rath also gains one nonweapon proficiency at 3rd, 6th, 9th, etc.) Penalty is the modifier to the character's attack rolls when he fights using a weapon he is not proficient with. Rath, a dwarf, chose to be proficient with the war hammer. Finding himself in a desperate situation, he snatches up a flail, even though he knows little about it (he is not proficient with it). Using the weapon awkwardly, he has a -2 penalty to his chance to hit. Initial Nonweapon Proficiencies is the number of nonweapon proficiency slots that character has at 1st level. Even if you are playing with weapon proficiencies, nonweapon proficiencies are optional. Table 5-1: Proficiency Slots Weapon Non-Weapon Group Initial # Levels Initial # Levels Penalty warrior 4 3 3 3 -2 wizard 1 6 4 3 -5 priest 2 4 4 3 -3 rogue 2 4 3 4 -3 Training Like all skills and abilities, proficiencies do not leap unbidden and fully realized into a character's mind. Instead, a character must train, study, and practice to learn a new proficiency. However, role-playing the training time needed to learn a new skill is not much fun. Thus there are no training times or study periods associated with any proficiency. When a character chooses a proficiency, it is assumed that he had been studying it in his spare time. Consider just how much spare time the character has. The player is not role-playing every second of his character's life. The player may decide to have his character spend a night in town before setting out on the long journey the next day. Perhaps the character must wait around for several days while his companions heal from the last adventure. Or he might spend weeks on an uneventful ocean voyage. What is he doing during that time? Among other things, he is studying whatever new proficiencies he will eventually learn. Using this "down time" to handle the unexciting aspects of a role-playing campaign lets players concentrate on more important (or more interesting) matters. Another part of training is finding a teacher. Most skills are easier to learn if someone teaches the character. The DM can handle this in several ways. For those who like simplicity, ignore the need for teachers-there are self-taught people everywhere in the world. For those who want more complexity, make the player characters find someone to teach them any new proficiency they want to learn. This can be another player character or an NPC. Although this adds realism, it tends to limit the PC's adventuring options, especially if he is required to stay in regular contact with his instructor. Furthermore, most teachers want payment. While a barter arrangement might be reached, the normal payment is cash. The actual cost of the service depends on the nature of the skill, the amount of training desired, the availability of tutors, the greed of the instructor, and the desire of the DM to remove excess cash from his campaign. NONWEAPON PROFICIENCIES A good player character is more than a collection of combat modifiers. Most people have a variety of skills learned over the years. Consider yourself as an example-how many skills do you possess? If you have gone through 12 years of school, were moderately active in after school programs, and did fairly well on your grades, the following might be a partial list of your skills: English reading and writing Geometry, algebra, and trigonometry Basic chemistry Basic physics Music (playing an instrument, singing, or both) Spanish reading and writing (or French, German, etc.) Basic Shop or Home Economics Typing Driving History Basic biology In addition to the things learned in school, you have also learned things from your parents, friends, scouts, or other groups. You might be able to add any of the following to your list. Swimming Hunting Fishing Canoeing Sailing Horseback riding First aid Animal training Cooking Sewing Embroidery Dancing If you consider all your hobbies and all the things you have done, you probably know many more skills. In fact, if you make a list, you probably will be surprised by the large number of basic skills you have. And, at this point, you are (or were) still young! Now, having graduated from school, you get a job. Are you just a carpenter, mechanic, electrician, salesman, or secretary. Of course not, you are a lot more than just your job. All those things you learned in school and elsewhere are part of what you are. Shouldn't it be the same for your player character? For a really complete role-playing character, you should know what your character can do. There are three different ways to do this: using what you know, using secondary skills, and using nonweapon proficiencies. Each of these is optional, but each increases the amount of detail that rounds out your character. USING WHAT YOU KNOW If your DM decides not to use secondary skills or nonweapon proficiencies, situations will arise in which you'll have to determine whether your character has certain skills. For example, Delsenora the mage slips at the edge of a steep riverbank and tumbles into the water. The current sweeps her into the middle of the river. To escape, she must swim to safety. But does Delsenora know how to swim? One way to answer this is to pretend that your character knows most of the things that you know. Do you know how to swim? If you do, then your character can swim. If you know a little about mountain climbing, horseback riding, carpentry, or sewing, your character knows these things, too. This also applies to things your character might want to build. Perhaps your character decides he wants to build a catapult. If you can show your DM how to make such a device, then the DM may allow your character the same knowledge. Indeed, you might visit the local library just to gain this information. There are real advantages to this method. You can learn something at the library or school and bring it into your game. Also, there are fewer rules to get in the way of your fun. Since there are fewer rules, your DM has a lot of flexibility and can play out all the drama inherent in a scene. There are also problems with this method. First, you probably know a lot of things your character should not- basic electronics, the components of gunpowder, or calculus, for instance. You have a lot of knowledge that is just not available to someone in a medieval world (even a fantasy medieval world). Likewise, there are things that a typical person in a medieval world would know that you, as a modern person, have never needed to learn. Do you know how to make armor? Skin a deer? Salt meat away for the winter? Turn flax into linen? Thatch a roof? Read heraldry? You might, but there is no way you can consider these common skills anymore. But in a medieval world they would be common. Also, knowing something about a skill or trade doesn't mean you know a lot, and there is a big difference between the two. When Delsenora fell into the raging river, she had to swim out. But was she a strong enough swimmer to pull free of the current? The DM must make up a rule on the spot to handle the situation. Perhaps you can swim, but can you swim well enough to escape a raging torrent? The biggest drawback to this method is that there are no rules to resolve tricky situations. The DM must make it up during play. Some players and DMs enjoy doing this. They think up good answers quickly. Many consider this to be a large part of the fun. This method is perfect for them, and they should use it. Other players and DMs like to have clear rules to prevent arguments. If this is the case in your group, it is better to use secondary skills or nonweapon proficiencies. SECONDARY SKILLS The second method for determining what your character knows is to assign secondary skills. Secondary skills are broad areas of expertise. Most correspond to occupations that your character may have been apprenticed in or otherwise picked up before beginning his adventuring life. Secondary skills are much more general than nonweapon proficiencies. They should not be used in combination with nonweapon proficiencies, which are explained later. Every player character has a chance at a secondary skill. Either choose one from the table below or take a chance and roll randomly. A random roll may result in one, two, or no secondary skills. SECONDARY SKILLS D100 Secondary Skill 01-02 Armorer (make, repair, & evaluate armor and weapons) 03-04 Bower/Fletcher (make, repair, & evaluate bows and arrows) 05-10 Farmer (basic agriculture) 11-14 Fisher (swimming, nets, and small boat handling) 15-20 Forester (basic wood lore, lumbering) 21-23 Gambler (knowledge of gambling games) 24-27 Groom (animal handling) 28-32 Hunter (basic wood lore, butchering, basic tracking) 33-34 Jeweler (appraisal of gems and jewelry) 35-37 Leather worker (skinning, tanning) 38-39 Limner/Painter (map making, appraisal of art objects) 40-42 Mason (stone-cutting) 43-44 Miner (stone-cutting, assaying) 45-46 Navigator (astronomy, sailing, swimming, navigation) 47-49 Sailor (sailing, swimming) 50-51 Scribe (reading, writing, basic math) 52-53 Shipwright (sailing, carpentry) 54-56 Tailor/Weaver (weaving, sewing, embroidery) 57-59 Teamster/Freighter (animal handling, wagon-repair) 60-62 Trader/Barterer (appraisal of common goods) 63-66 Trapper/Furrier (basic wood lore, skinning) 67-68 Weapon smith (make, repair, & evaluate weapons) 69-71 Woodworker/Carpenter (carpentry, carving) 72-85 No skill of measurable worth 86-00 Roll twice (reroll any result of 86-00) Once a character has a secondary skill, it is up to the player and the DM to determine just what the character can do with it. The items in parentheses after each skill describe some of the things the character knows. Other knowledge may be added with the DM's approval. Thus, a hunter might know the basics of finding food in the wilderness, how to read animal signs to identify the types of creatures in the area, the habits of dangerous animals, and how to stalk wild animals. Like the previous method ('Using What You Know"), this method has strengths and weaknesses. Secondary skills do not provide any rules for determining whether a character succeeds when he uses a skill to do something difficult. It is safe to assume that simple jobs succeed automatically. (A hunter could find food for himself without any difficulty.) For more complicated tasks, the DM must assign a chance for success. He can assign a percentage chance, have the character make a saving throw, or require an Ability check (see Glossary). The DM still has a lot of flexibility. This flexibility means the DM must sometimes make up the rule to cover the situation, however. As mentioned earlier, some DMs enjoy this; others do not, their strengths being elsewhere. While secondary skills define and limit the player's options, they do not greatly simplify the DM's job. Nonweapon Proficiencies The most detailed method for handling character skills is that of nonweapon proficiencies. These are much like weapon proficiencies. Each character starts with a specific number of nonweapon proficiency slots and then earns additional slots as he advances. Initial slots must be assigned immediately; they cannot be saved or held in reserve. Nonweapon proficiencies are the most detailed way to handle the question of what the player character knows. They allow the player to choose from a broad selection and define the effects of each choice. Like the other methods, however, this system is not without drawbacks. First, nonweapon proficiencies are rigid. Being so defined, they limit the options of both the player and DM. At the same time, there will still be questions unanswered by these proficiencies. Whereas before such questions were broad, they will now tend to be more precise and detailed. Secondly, using this system increases the amount of time needed to create a character. While the end result is a more complete, well-rounded person, set-up time can take up to two or three hours. Novice players especially may be overwhelmed by the number of choices and rules. Unlike weapon proficiencies, in which some weapons are not available to certain character classes, all nonweapon proficiencies are available to all characters. Some nonweapon proficiencies are easier for certain character classes to learn, however. Table 5-4 lists all nonweapon proficiencies. They are divided into categories that correspond to character groups. The proficiencies listed under each group can be learned easily by characters of that group. A fifth category-"General"-contains proficiencies that can be learned easily by any character. Refer to Table 5-3. When a player selects a nonweapon proficiency from those categories listed under "Proficiency Groups" for his character's group, it requires the number of proficiency slots listed in Table 5-1. When a player selects a proficiency from any other category, it requires one additional proficiency slot beyond the number listed. Table 5-3: Nonweapon Proficiency Group Crossovers Character Class Proficiency Groups fighter Warrior, General paladin Warrior, Priest, General ranger Warrior, Wizard, General cleric Priest, General druid Priest, Warrior, General mage Wizard, General Illusionist Wizard, General Thief Rogue, General Bard Rogue, Warrior, Wizard, General Using Nonweapon Proficiencies When a character uses a proficiency, either the attempt is automatically successful or the character must roll a proficiency check. If the task is simple or the proficiency has only limited game use (such as cobbling or carpentry), a proficiency check is generally not required. If the task the character is trying to perform is difficult or subject to failure, a proficiency check is required. Read the descriptions of the proficiencies for details about how and when each can be used. If a proficiency check is required, Table 5-3 lists which ability is used with each proficiency. Add or subtract the modifier (either positive or negative) listed in Table 5-3 to the appropriate ability score. Then the player rolls 1d20. If the roll is equal to or less than the character's adjusted ability score, the character accomplished what he was trying to do. If the roll is greater than the character's ability score, the character fails at the task. (A roll of 20 always fails.) The DM determines what effects, if any, accompany failure. Of course, to use a proficiency, the character must have any tools and materials needed to do the job. A carpenter can do very little without his tools, and a smith is virtually helpless without a good forge. The character must also have enough time to do the job. Certainly, carpentry proficiency enables your character to build a house, but not in a single day. Some proficiency descriptions state how much time is required for certain jobs. Most, however, are left to the DM's judgement. The DM can raise or lower a character's chance of success if the situation calls for it. Factors that can affect a proficiency check include availability and quality of tools, quality of raw material used, time spent doing the job, difficulty of the job, and how familiar the character is with the task. A positive modifier is added to the ability score used for the check. A negative modifier is subtracted from the ability score. Rath, skilled as a blacksmith, has been making horseshoes for years. Because he is so familiar with the task and has every tool he needs, the DM lets him make-horse shoes automatically, without risk of failure. However, Delsenora has persuaded Rath-to make an elaborate wrought-iron cage (needed to create a magical item). Rath has never done this before and the work is very intricate, so the DM imposes a penalty of -3 on Rath's ability check. When two proficient characters work together on the same task, the highest ability score is used (the one with the greatest chance of success). Furthermore, a +2 bonus is added for the other characters assistance. The bonus can never be more than +2, as having too many assistants is sometimes worse than having none. Nonweapon proficiencies can also be improved beyond the ability score the character starts with. For every additional proficiency slot a character spends on a nonweapon proficiency, he gains a +3 bonus to those proficiency checks. Thus, Rath (were he not an adventurer) might spend his additional proficiency slots on black smithing, to become a very good blacksmith, gaining a +3, +6, +9, or greater bonus to his ability checks. Many non-player craftsmen are more accomplished in their fields than player characters, having devoted all their energies to improving a single proficiency. Likewise, old masters normally have more talent than young apprentices-unless the youth has an exceptional ability score!. However, age is no assurance of talent. Remember that knowing a skill and being good at it are two different things. There are bad potters, mediocre potters, and true craftsmen. All this has much less to do with age than with dedication and talent. Table 5-3: NONWEAPON PROFICIENCY GROUPS GENERAL Proficiency # Slots Ability Mod. Accounting 1 Intelligence 0 Acting 1 Charisma -1 Agriculture 1 Intelligence +1 Alertness 1 Wisdom +1 Animal Handling 1 Wisdom -1 Animal Training 1 Wisdom 0 Artistic Ability 1 Wisdom 0 Balance 1 Dexterity 0 Bargain 1 Wisdom -2 Bar keeping 1 Intelligence 0 Bartending 2(3) Special spe. Beekeeping 1 Wisdom 0 Blacksmithing 1 Strength 0 Blazoning 1 Intelligence +1 Boasting 1 Charisma +3 Boating 1 Wisdom +1 Boatwright 1 Intelligence -2 Body Language 1 Wisdom -2 Brewing 1 Intelligence 0 Butcher 1 Intelligence +1 Candler 1 Intelligence 0 Caravaner 1 Wisdom 0 Carpentry 1 Strength 0 Carpentry (Spelljammer) 1 Strength 0 Cartography 1 Wisdom 0 Cartwright 1 Intelligence 0 Catching 1 Dexterity 0 Chanting 1 Wisdom +3 Cheese Making 1 Intelligence 0 City Lore 1 1 Intelligence +1 City Lore 2 2 Intelligence -2 City Lore 3 2 Charisma -1 City Lore 4 2 Intelligence -2 Cobbling 1 Dexterity 0 Comedy 1 Charisma 0 Commerce 1 1 Wisdom -1 Commerce 2 2 Wisdom -2 Contortion 1 Dexterity 0 Cooking 1 Intelligence 0 Craft Instrument 2 Dexterity 0 Cream Pie 1 n/a n/a Crowd Working 1 Charisma +2 Cryptography 1 Intelligence spe. Dairyman 1 Intelligence 0 Dancing 1 Dexterity 0 Danger Sense 2 Wisdom -2 Debate 1 Intelligence 0 Differencing 1 Intelligence +2 Diplomacy 1 Charisma 0 Direction Sense 1 Wisdom +1 Disguise Drunkenness/Hangover 1 Intelligence -4 Distance Sense 1 Wisdom 0 Distillation 1 Intelligence 0 Diving 1 Dexterity 0 Draftsmanship 1 Dexterity 0 Drinking/Boozing 1 Special spe. Drinking Skills/Tricks 1 Dexterity spe. Drover/Shepherd 1 Intelligence +1 Dyer 1 Intelligence -1 Eavesdropping 1 Intelligence +1 Epicure 2 Intelligence +2 Etiquette 1 Charisma 0 Falconry 1 Wisdom -1 Farming 1 Wisdom 0 Fashion 1 Wisdom +1 Fasting 1 Constitution -1 Find Water 1 Intelligence 0 Fire Building 1 Wisdom -1 Fire Control 1 Dexterity 0 Fishing 1 Wisdom -1 Freefall 1 Dexterity 0 Fungi Recognition 1 Intelligence +3 Gaming 1 Charisma 0 Geography 2 Intelligence 0 Geology 2 Intelligence -1 Glazier 2 Dexterity 0 Goldsmithing 1 Dexterity 0 Grooming(animal) 1 Wisdom 0 Grooming(humanoid) 1 Wisdom 0 Heat Protection 1 Intelligence -2 Heraldry 1 Intelligence 0 Hiding 2 Intelligence -1 History, Family 1 Intelligence 0 Intimidation 1 Special 0 Jewelry Making 2 Dexterity -2 Kissing 1 Charisma -2 Laijutsu 1 Dexterity 0 Languages, Modern 1 Intelligence 0 Law 1 Intelligence 0 Leatherworking 1 Intelligence 0 Massage 1 Intelligence 0 Masseur 1 Strength 0 Mathematics 1 Intelligence 0 Merchant 2 Intelligence -1 Miller 1 Intelligence 0 Mime 1 Charisma +1 Mind Over Body 1 Wisdom -2 Mining 2 Wisdom -3 Monster Trivia 2 Intelligence -2 Mortician 1 Intelligence +1 Navigation 1 Intelligence -2 Navigation, Underground 1 Intelligence 0 Night Sight 1 Wisdom -2 Observation 1 Intelligence 0 Orienteering 2 Wisdom 0 Persuasion 1 Charisma 0 Pharmacy 1 Intelligence 0 Poetry 1 Charisma 0 Poison 2 Intelligence spe. Pottery 1 Dexterity -2 Psionic Detection 1 Wisdom -2 Rapping 1 Special spe. Riding, Airborne 2 Wisdom -2 Riding, Land Based 1 Wisdom +3 Riding, Sea Based 2 Wisdom -2 Riding, Space Based 2 Wisdom -3 Rogue Skill 2 Special spe. Rope/Net Making 1 Dexterity 0 Rope Use 1 Dexterity 0 Sail Manipulation 1 Dexterity 0 Scribing 1 Dexterity 0 Seamanship 1 Dexterity +1 Seamstress/Tailor 1 Dexterity -1 Seduction 1 1 Charisma -2 Seduction 2 1 Charisma 0 Semaphore 1 Intelligence 0 Sexual Endurance 1 Constitution 0 Sexual Knowledge 1 Intelligence 0 Shipwright 2 Intelligence -2 Sign Language 1 Intelligence +2 Signaling 1 Intelligence +2 Signaling, Underground 1 Intelligence +2 Signaling, Wildspace 1 Intelligence +2 Silversmithing 1 Dexterity 0 Singing 1 Charisma 0 Skiing 1 Special spe. Skilled Perversion 1 Special spe. Skinning 1 Intelligence 0 Skydiving 2 Dexterity -1 Slow Respiration 1 Constitution 0 Smelting 1 Intelligence -1 Sound Analysis 1 Wisdom 0 Spacemanship 1 Dexterity +1 Spell Mimicry 2 Intelligence -2 Spelljammer History 2 Intelligence -1 Spying 1 Intelligence 0 Statecraft 1 Intelligence 0 Stealth 1 Dexterity 0 Stewardship 1 Intelligence 0 Stone Masonry 1 Strength -2 Stooge Fu 1 Dexterity spe. Story Telling 1 Charisma 0 Survival, Wildspace 2 Wisdom -3 Swimming 1 Strength 0 Teaching 1 Wisdom 0 Throwing/Shooting 1 Dexterity 0 Time Sense 1 Wisdom 0 Toasting 1 Intelligence -2 Torture 1 Intelligence 0 Torture Resistance 1 Constitution -2 Waterproofing 1 Intelligence -1 Weather Sense 1 Wisdom -1 Weaving 1 Intelligence -1 Whistling/Humming 1 Dexterity +2 Wine Making 1 Wisdom 0 Wine Pouring 1 Wisdom 0 Wine Tasting 1 Wisdom 0 Wound Binding 1 Wisdom -1 Yelling 1 Charisma 0 PRIEST Proficiency # Slots Ability Modifier Alchemy (base) 3 Intelligence -2 Ancient History 1 Intelligence -1 Astrology 2 Intelligence 0 Astronomy 2 Intelligence -1 Botany 1 Intelligence -1 Bureaucracy 1 Intelligence 0 Calligraphy 1 Dexterity -1 Diagnostics 1 Wisdom -1 Divining 1 Wisdom -2 Energy Control spe. Special spe. Engineering 2 Intelligence -3 Genie Lore 1 Intelligence 0 Healing 2 Wisdom -2 Herbalism 2 Intelligence -2 Languages, Ancient 1 Intelligence 0 Languages, Space 1 Intelligence 0 Librarian 1 Intelligence 0 Local History 1 Charisma 0 Magical Energy Conservation 2 n/a n/a Magical Engineering 2 Intelligence -3 Meditation 2 Special -2 Musical Instrument 1 Dexterity -1 Navigation, Celestial 1 Intelligence -2 Navigation, Phlogiston 1 Intelligence -2 Organic Preservation 1 Intelligence -1 Planar Geography 1 Intelligence -1 Planar Geometry 1 Intelligence 0 Planet Lore 1 Intelligence 0 Planetology 2 Intelligence -1 Psychology 2 Wisdom -2 Quick Tongue 3 Dexterity -1 Read/Tie Quipu 1 Intelligence -1 Reading/Writing 1 Intelligence +1 Religion 1 Wisdom 0 Somatic Concealment 1 Dexterity -1 Speed Casting 2 Wisdom -2 Spellcraft 1 Intelligence -2 Spelljamming 2 Intelligence -2 Veterinary Healing 1 Wisdom -3 Vision Quest 2 Wisdom -3 ROGUE Proficiency # Slots Ability Modifier Ancient History 1 Intelligence -1 Appraising 1 Intelligence 0 Astrology 2 Intelligence 0 Begging 1 Charisma spe. Blind Fighting 2 Wisdom 0 Bribery 1 Charisma spe. Bureaucracy 1 Intelligence 0 Camouflage 1 Intelligence 0 Climbing 2 Strength -4 Concealment 1 Dexterity -4 Dark Sense 2 Wisdom -2 Dirty Fighting 1 Wisdom -2 Dirty Fighting 2 2 Dexterity -3 Disguise 1 Charisma -1 Endurance 2 Constitution 0 Escapology 1 Dexterity spe. Evasion 1 Dexterity -2 Fast Talking 1 Charisma spe. Foraging 1 Intelligence -2 Forgery 1 Dexterity -1 Fortune Telling 2 Charisma spe. Gem Cutting 1 Dexterity -2 Haggling 1 Charisma 0 Harness Subconscious 2 Wisdom -1 Herbalism 2 Intelligence -2 Hunting 1 Wisdom -1 Hypnosis 1 Charisma -2 Information Gathering 1 Intelligence spe. Juggling 1 Dexterity -1 Jumping 1 Strength 0 Legerdemain 1 Dexterity -1 Lock Picking 2 Dexterity -4 Locksmithing 1 Dexterity 0 Looting 1 Wisdom 0 Mechanics 3 Intelligence -2 Meditation 1 special -2 Meditative Focus 1 Wisdom +1 Musical Instrument 1 Dexterity -1 Pest Control 1 Dexterity -4 Reading/Writing 1 Intelligence +1 Rejuvenation 1 Wisdom -1 Sabotage 1 Intelligence -1 Seance 2 Charisma -2 Set Snares 1 Dexterity +1 Sideshow Talents 1 Dexterity 0 Sleight of Hand 1 Dexterity -2 Space Fighting 2 Dexterity +2 Street Sense 2 Charisma 0 Telepathy 4 Intelligence -2 Thief Skills Improved 1 n/a n/a Tightrope Walking 1 Dexterity 0 Trailing 1 Dexterity spe. Trail Hiding 1 Intelligence 0 Trail Signs 1 Intelligence -1 Trap Detection 2 Intelligence -4 Tumbling 1 Dexterity 0 Ventriloquism 1 Intelligence -2 Voice Mimicry 2 Charisma spe. Water Divining 1 Wisdom -2 WARRIOR Proficiency # Slots Ability Modifier Air Walk 2 Dexterity -2 Animal Lore 1 Intelligence 0 Armorer 2 Intelligence -2 Armor Optimization 1 Dexterity -2 Arms Appraising 1 Intelligence 0 Battle Sense 1 Intelligence 0 Blind Fighting 2 Wisdom 0 Blocking 2 n/a n/a Bower/Fletcher 1 Dexterity -1 Bribery 1 Charisma spe. Camouflage 1 Intelligence 0 Charioteering 1 Dexterity +2 Close Quarter Fighting 2 Dexterity 0 Dark Sense 2 Wisdom -2 Dirty Fighting 2 2 Dexterity -3 Display Weapon Prowess 1 Dexterity 0 Endurance 2 Constitution 0 Energy Control spe. Special spe. Fencing 2(4) Dexterity n/a Foraging 1 Intelligence -2 Grappling Hook 1 Dexterity +1 Gunnery 1 Intelligence -2 Heraldic Law 1 Intelligence -1 Hunting 1 Wisdom -1 Jousting 1 Dexterity +2 Leadership 1 Charisma 0 Marksmanship 3 Special spe. Mechanics 3 Intelligence -2 Military Tactics 1 Intelligence -2 Mountaineering 1 n/a n/a Navigation, Celestial 1 Intelligence -2 Navigation, Phlogiston 1 Intelligence -2 Perfect Cutting 5 n/a n/a Quick Draw 2 n/a n/a Revelations 1 Intelligence 0 Running 1 Constitution -6 Shadow Skill 3 Strength -6 Space Fighting 2 Dexterity +2 Spelunking 1 Intelligence -2 Street Fighting 2 Dexterity 0 Strategy/Tactics 2 Wisdom spe. Style Analysis 1 Intelligence -1 Survival 2 Intelligence 0 Tracking 2 Wisdom [-6] Trail Hiding 1 Intelligence 0 Trail Marking 1 Wisdom 0 Trail Signs 1 Intelligence -1 Underground Fighting 1 Wisdom 0 Vision Quest 2 Wisdom -3 Weapon Improvisation 1 Wisdom -1 Weapon Loader 1 Dexterity +1 Weapon Sharpening 1 Intelligence -1 Weaponsmithing 3 Intelligence -3 Weaponsmithing, Crude 1 Wisdom -3 Wheel Lock Pistol 1 Dexterity 0 Wild Fighting 2 Constitution 0 Zero Gravity Combat 1 Intelligence -2 WIZARD Proficiency # Slots Ability Modifier Alchemy (Base) 3 Intelligence -2 Alchemy (Advanced) 3 Intelligence -3 Alternate Magic's 1 Intelligence -1 Ancient History 1 Intelligence -1 Astrology 2 Intelligence 0 Astronomy 2 Intelligence -1 Botany 1 Intelligence -1 Calligraphy 1 Dexterity -1 Chemistry 2 Intelligence -2 Divining 1 Wisdom -2 Dweomercraft 3 Intelligence -3 Engineering 2 Intelligence -3 Field of Study 1 Intelligence -1 Genie Lore 1 Intelligence 0 Herbalism 2 Intelligence -2 Languages, Ancient 1 Intelligence 0 Languages, Space 1 Intelligence 0 Librarian 1 Intelligence 0 Magical Energy Conservation 2 n/a n/a Magical Engineering 2 Intelligence -3 Meditation 2 special -2 Mind Spell 5 Intelligence n/a No Noticeable Effect 2 Intelligence -2 Navigation, Celestial 1 Intelligence -2 Navigation, Phlogiston 1 Intelligence -2 Organic Preservation 1 Intelligence -1 Pharallax 4 Intelligence -2 Planar Geography 1 Intelligence -1 Planar Geometry 1 Intelligence 0 Planet Lore 1 Intelligence 0 Planetology 2 Intelligence -1 Quick Tongue 3 Dexterity -1 Read/Tie Quipu 1 Intelligence -1 Reading/Writing 1 Intelligence +1 Religion 1 Wisdom 0 Researching 1 Wisdom 0 Somatic Concealment 1 Dexterity -1 Speed Casting 2 Wisdom -2 Spellcraft 1 Intelligence -2 Spelljamming 2 Intelligence -2 Specific Spell 2 Intelligence -2 Subtle Casting 2 Dexterity -2 Telepathy 4 Intelligence -2 Theory of Magic 2(3) Intelligence n/a Underground Casting 1 Wisdom 0 NONWEAPON PROFICIENCY DESCRIPTIONS 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. Accounting - (1 slot, general, Intelligence 0) A character with the accounting proficiency can save himself and his party from 11-18% (1d8+10%) of the taxes and/or levies they would pay on their treasure and income. The amount saved may have to be invested in some business or public project, but the value of the money would stay with the character or party (i.e., a business has a specific value, but it is not in currency form). Note that this does not necessarily exempt PC-owned businesses from paying income taxes... this proficiency is describing the ability to find some form of tax shelters. Acting - (1 slot, general, Charisma -1) 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. Agriculture - (1 slot, general, intelligence +1) The character has a knowledge of the basics of farming. This includes planting, harvesting, storing crops, tend animals, butchering, and other typical farming chores. Air Walk (2 slots, warrior, dexterity-2) Characters possessing this proficiency can, with proper equipment (I’ll leave the price up to the individual DM) and with a successful check, glide for 10d8+10 feet in any direction, enabling them to leap over tall obstacles or gain access to higher elevations ( i.e., building tops, rock ledges, etc.). Characters also suffer no ill effects from fall damage unless the check is failed. (From adnd.com) Alchemy (Base) - (3 slots, wizard, intelligence -2) allows a chance to identify potions, poisons & recognize potential ingredients for alchemical potions (said ingredients being useful parts of recently-slain creatures or discovered plants). Does not allow brewing of potions, etc. if taken on its own {from Barbara Haddad} Alchemy (Advanced)- (2 slots, wizard, Intelligence -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, nonmagical 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):- acid - weak, +2 nwp, 10gp, 1 day, 1-4 dam/Rnd, lasts 1-4 rnds, makes 2-5 flasks acid - medium, 0 nwp, 25gp, 2 days, 1-6 dam/Rnd, lasts 2-5 rnds, makes 2-8 flasks acid - strong, -2 nwp, 50gp, 3 days, 1-8 dam/Rnd, lasts 1-3 rnds, makes 1-12 flasks acetone, +2 nwp, 50gp, day, removes almost all sticky substances (poisons, glues, web, etc.) alloy, -8 nwp, 3000gp, 25 days, can make combination of any 2 metals glue - weak, +5 nwp, 3gp, day, same as wood glue glue - OK, 0 nwp, 6gp, 1 day, this is the same as super glue glue - awesome, -3 nwp, 15gp, 2 days, unbreakable heal salve - weak, +3 nwp, 10gp, 1 day, heals extra 2 HP when applied & rest for 8 hours (overnight) heal salve - medium, 0 nwp, 25gp, 2 days, heals extra 4 HP when applied & rest for 8 hours (overnight) heal salve - strong, -4 nwp, 100gp, 4 days, heals extra 6 HP when applied & rest for 8 hours (overnight) matches, +2 nwp, 25gp, 1 day, same as normal waterproof matches you buy in a store, makes 3-36 poison antidote, , same NWP penalty to make as poison type, cost = poison type, days = as per poison poison - inject - A, +2 nwp, 50 gp, 1 day poison - inject - B, 0 nwp, 100 gp, 2 days poison - inject - C, -1 nwp, 200 gp, 3 days poison - inject - D, -3 nwp, 400 gp, 4 days poison - inject - E, -10 nwp, 1600 gp, 10 days poison - inject - F, -6 nwp, 800 gp, 6 days poison - inject - O, -4 nwp, 500 gp, 5 days poison - inject - P, -4 nwp, 500 gp, 5 days poison - ingest - G, +1 nwp, 100 gp, 2 days poison - ingest - H, 0 nwp, 200 gp, 3 days poison - ingest - I, -3 nwp, 400 gp, 5 days poison - ingest - J, -8 nwp, 1200 gp, 8 days poison - contact - K, 0 nwp, 200 gp, 3 days poison - contact - L, -3 nwp, 400 gp, 3 days poison - contact - M, -6 nwp, 800 gp, 3 days poison - contact - N, -10 nwp, 2000gp, 3 days Note for all poisons: cost is per dose. Up to a maximum of 12 doses can be made at a time (cost = no. of doses * price for 1 dose). A roll must be made for each batch of poison on the table below to determine the relative strength of each poison batch. potion, -6 nwp, cost = 5 * XP value, 7 days, must have list of ingredients, makes 1 potion smoke bomb, 0 nwp, 20gp, 2 days, 20'*20' cloud, obscures vision to 3', make up to 5 (at 5*cost) stink bomb, -4 nwp, 100gp, 5 days, 25'*25' cloud, same as stinking cloud 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) result 1 +4 save 2 - 3 +3 save 4 - 6 +2 save 7 - 10 +1 save 11 - 20 no modifier 21 - 24 -1 save 25 - 27 -2 save 28 - 29 -3 save 30 -4 save (author note: This is one you might not want to allow in your campaign) Alertness - (1 slot, general, Wisdom +1) 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. Alternate Magic's (1 slot, wizard, intelligence -1) This skill grants a familiarity with magic that does not originate with conventional spellcraft. Examples of this include the innate abilities of fairies, demons, djinn, and other known magical creatures, as well as the unusual spell casting done by dragons and their ilk. A successful skill check indicates that the wizard has correctly identified the source and nature of the magical phenomenon. {from Net Wizard Handbook} Ancient History - (1 slot, priest/wizard, intelligence -1) The character has learned the legends, lore, and history of some ancient time and place. The knowledge must be specific, just as a historian would specialize today in the English Middle Ages, the Italian Renaissance, or the Roman Republic before Caesar. The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, titles, breakthroughs (scientific, cultural, and magical), unsolved mysteries, crafts, and oddities of the time. The character must roll a proficiency check to identify places or things he encounters from that age. Animal Handling - (1 slot, general, Wisdom -1) Proficiency in this area enables a character to exercise a greater-than-normal control over pack animals and beasts of burden. A successful proficiency check indicates that the character has succeeded in calming an excited agitated animal. In contrast, a character without this proficiency has only a 20% chance of succeeding in the attempt. Animal Lore - (1 slot, warrior, intelligence -1) This proficiency enables a character to observe the actions or habitat of an animal and interpret what is going on. Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviors can even indicate the location of a water hole, animal herd, predator, or impending danger, such as a forest fire. The DM will secretly roll a proficiency check. A successful check means the character understood the basic action of the creature. If the check fails by 4 or less, no information is gained. If the check fails by more than 5 or more, the character misinterprets the actions of the animal. A character with animal lore adds a +2 bonus when using the set snares proficiency (for hunting) since the character knows the general habits of the creature hunted. Animal Noise - (1 slot, rogue, Wisdom -1) 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. Animal Training - (1 slot, general, Wisdom) Characters with this proficiency can train one type of creature (declared when the proficiency is taken) to obey simple commands and perform tricks. A character can spend additional proficiencies to train other types of creatures or can improve his skill with an already chosen type. Creatures typically trained are dogs, horses, falcons, pigeons, elephants, ferrets and parrots. A character can choose even more exotic creatures and monsters with animal intelligence. A trainer can work with up to three creatures at one time. The trainer may choose to teach general tasks or specific tricks. A general task gives the creature the ability to react to a number of non-specific commands to do its job. A specific task teaches the trained creature to do one specific action. With enough time, a creature can be trained to do both general tasks and specific tricks. Training for a general task requires three months of uninterrupted work. Training for a specific trick requires 2d6 weeks. At the end of the training time, a proficiency check is made. If successful, the animal is trained. If the die roll fails, the beast is untrainable. An animal can be trained in 2d4 general task or specific tricks, or any combination of the two. An animal trainer can also try to tame wild animals (preparing them for training later on). Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with the creature. At the end of the month, a proficiency check is made. If unsuccessful, the beast is suitable for training. If the check fails, the creature retains enough of its wild behavior to make it untrainable. It can be kept, though it must be leashed or caged. Appraising - (1 slot, rogue, intelligence) This proficiency is highly useful for thieves, as it allows characters to estimate the value and authenticity of antiques, art objects, jewellery, cut gemstones, or other crafted items they find (although the DM can exclude those items too exotic or rare to be well known). The character must have the item in hand to examine. A successful proficiency check (rolled by the PC enables the character to estimate the value of the item to the nearest 100 or 1,000 gp and to identify fakes. On a failed check the character cannot estimate a price at all. On a roll of 20, the character wildly misreads the value of the item, always to the detriment of the character. Armorer - (2 slots, warrior, intelligence -2) This character can make all of the type of armor listed, given the proper materials and facilities. When making armor, the proficiency check is rolled at the end of the normal construction time. The time required to make armor is equal to two weeks per level of AC below 10. Dwarves are more skilled at this than humans, and only take 1.1/2 weeks per level of AC below 10. E.g., a suit of chain mail (AC 5) would take a human 10 weeks to manufacture, but only 7.1/2 weeks for a dwarf to make. If the proficiency check indicates failure but is within 20% of the amount needed for success, the armorer has created usable but flawed, armor. Such armor functions as 1 AC worse than usual, although it looks like the armor it was intended to be. Only a character with armorer proficiency can detect the flaws, and this requires careful and detailed inspection. If the flawed armor is struck in melee combat with a natural die roll of 19 or 20, it breaks. The character's AC immediately worsens by 4 additional classes, and the broken armor hampers the character's movement. Until the character can remove the broken armor, the character moves at ½ of his normal rate and suffers a -4 penalty to all of his attack rolls. If an armorer is creating a suit of field plate or full plate armor, the character who will use the armor must be present at least once a week during the creation of the armor, since such types of armor require very exact fitting. Armor Optimization - (1 slot, warrior, dexterity -2) This allows a character to use his armor to the best advantage against a particular opponent. A successful check in the first round of combat reduces AC by 1. This benefit is lost if the character goes for 2 full rounds without combat. Shield or armor must be used. {from Dark Sun} Arms Appraising - (1 slot, intelligence, warrior) This ability allows the character to appraise the workmanship of various weapons and armor. A character is able to determine, without a proficiency check, the average price that normal weapon or suit of armor would fetch. He is also able to tell the condition of the weapon or armor, and if the previous owner cared for it properly. With a proficiency check, the character is able to tell if the weapon or armor is of quality, and what type of bonuses (although not the exact bonuses) can be determined. This requires constant scrutiny of the item, and perhaps significant use in battle, for no less time than one day. With another proficiency check, the apparent creators of the weapon or armor may be determined, unless this is obvious by design. Magical weapons and armor may be identified as such under extreme conditions. After using the weapon or armor for a period of at least 1 week, in battle, the character may roll a proficiency check with a -50% penalty. Success indicates that the character notices some indications that perhaps magic was involved in the creation of the item. Under no circumstances can specific powers or pluses be found out in this way. Characters with this proficiency are knowledgeable in the proper care for any weapon they are familiar with. A proficiency check allows the character to care for unfamiliar weapons as well. {from Vince Carr} Artistic Ability - (1 slot, general, Wisdom) Player characters with artistic ability are naturally accomplished in various forms of the arts. They have an inherent understanding or color, form, space, flow, tone, pitch, and rhythm. Characters with artistic ability must select one art form to be proficient in. Thereafter, they can attempt to create art works or musical compositions in their given field. Although it is not necessary to make a proficiency check, one can be made to determine the quality of the work. If a 1 is rolled on the check, the artist has created a work with some truly lasting value. If the check fails, the artist has created something aesthetically unpleasant or just plain bad. Artistic ability also confers a +1 bonus to all proficiency checks requiring artistic skill--music or dance--and to attempts to appraise objects of art. Astrology - (2 slots, priest/wizard/rogue, intelligence) This proficiency gives the character some understanding of the supposed influence of the stars. Knowing the birth date and the time of any person, the astrologer can study the stars and celestial events and then prepare a forecast of the future for that person. The astrologer's insight into the future is limited to the next 30 days, and his knowledge is vague at best. If a successful proficiency check is made, the astrologer can foresee some general event. The DM decides the exact prediction. Note that the prediction does not guarantee the result--it only indicates the potential result. If the proficiency check is failed, no information is gained unless a 20 is rolled, in which case the prediction is wildly inaccurate. Characters with the astrology proficiency gain a +1 bonus to all navigation proficiency checks, provided the stars can be seen Astronomy - (2 slots, priest/wizard, intelligence -1) 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. 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. 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. Balance - (1 slot, dexterity, general) 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} Bargain - (1 slot, general, Wisdom -2) Bargainer gets to roll 3d6+CHA rather than 2d6+CHA in protracted bargaining. In DS, bargaining is done over 3 rounds; whoever wins reduces/increases price by 10% each round. {from Dark Sun} Barkeeping - (1 slot, intelligence, general) The PC in possession of this skill is able to determine the quality of alcoholic liberation's 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} Bartending - (2(3) slots, special, general) A character with this proficiency has a great knowledge of mixed drinks and can make a perfect mixed drink on a successful Wisdom check. Note that the mixed drink must be known (i.e. ingredients, preparation, etc.). The DM may require an Intelligence to see if the character is familiar with the drink. Wine is the drink of the rich, but a small tavern having a large supply of wine in stock isn't practical or economical. Thus, a bartender has the skill to mix wines together to make an entirely different wine. The bartender has the ability to mix wines to make them look and/or taste a certain way. The maximum number of wines the bartender can mix together is two with one more wine added for every Wisdom point over 12 (ex. a bartender with a 14 Wisdom can mix a maximum of 4 wines together). Whether it be a dreadful odor, an unwholesome sticky taste, or a fantastic texture, the bartender can attain this on a successful Wisdom check. If the bartender fails the check while trying to do this, he/she gets the exact opposite result (i.e. good tasting wine becomes bad tasting wine). Bartenders have the uncanny ability to raise morale. This abilities another benefit bestowed from this proficiency. On a successful Charisma check, the character can raise the morale of those he/she serves by +2. DMs should make sure characters don't abuse this ability. A character shouldn't be able to hand a beer to a soldier in a middle of a battle in hopes to raise his morale. It is intended to be used in a tavern setting. Also, DMs should require that the player role-plays the situation. Just stating that the character wishes to raise morale isn't enough. A lot of people go to taverns when depressed, and the bartender has a tendency to raise their spirits. A bartender can bring a person out of a non-magical depression on a successful Charisma check with a positive modifier equal to the character's level. A bartender can bring a person out of a magical depression on a successful Charisma check with a modifier of -1 for very level under 8th. A lot of taverns, bars, and inns have a tendency to doctor drinks to make them more potent or make them less potent than they should be. Usually it is making drinks less potent which is the tendency, better known as watering them down. Sometimes a bartender may wish to make drinks more potent to cause certain patrons to get really inebriated. Why would a bartender want to make a drink more potent? Well many people, like thieves or adventurers, would like certain people in a drunken state so their job (whatever it may be) can be easier and a few coins to a bartender is a small price to pay to make sure a person is drunk. The key to doctoring drinks is making the customer not notice a change. A successful Wisdom roll indicates that nobody will notice a change in the drink. Failure indicates that a customer may notice a change. The customer must make a successful Intelligence check to notice a change. A more seedier skill of this proficiency allows him to mix other liquids together to make them taste like a wine. The bartender must have knowledge of the wine's taste that he/she wishes to duplicate, almost to perfection, and gets a -3 to his/her roll if he/she has the wine with him/her. On a successful Wisdom check, the character creates a fake of the original wine. This ability can be counteracted with a successful Wine Tasting proficiency check. Another skill of this proficiency is the ability to make alcohol drink additives (discussed elsewhere in the guide). A character needs to make a Intelligence check with a -3 modifier. Failure indicates that the additive is worthless and the process must start over (i.e. get new ingredients, etc.). Another skill of this proficiency is the ability to slide drinking containers down a bar or another flat surface like a table. A character needs to make a Dexterity check. If successful, the character slides a drinking container down the bar and can even make it spin around a 90 degree angle (only once). If the check fails, the glass slips, spills its contents, and will probably break. If the player devotes a third slot to this proficiency, the character gains the skills of the Wine Pouring and the Wine Tasting non-weapon proficiencies. {from Reid Guide To Alcohol} Battle Sense - ( 1 slot, Intelligence, Warrior)This proficiency allows a warrior to have a sense of what is going on in the battle around him. It is a proficiency that is often taken by combat leaders (lieutenants in militia and so forth.) The warrior can tell when members of his troop have taken severe wounds, when the other side is leading an advance or attempting to herd his group in a certain direction, which are the enemy leaders, and so forth. This allows him to give orders about troop movements while still involved in the melee himself. None of the above abilities require a proficiency check. On a successful proficiency check, the warrior can determine whether an area is ripe for an ambush, and which part of a terrain holds the advantage for combatants. This check cannot be performed while in melee combat. Beekeeping - (1 slot, general, Wisdom) bee raising & knowledge of how to harvest wax & honey without destroying hive {from Barbara Haddad} Begging - (1 slot, rogue, Charisma (special)) 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 Modifier uninhabited / wilderness failure countryside -7 hamlet, village -5 town -2 city 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 there characters are. Blacksmithing - (1 slot, general, strength) A character with the blacksmithing proficiency is capable of making tools and implements from iron. Use of the proficiency requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armor or make weapons, but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects. Blazoning - (1 slot, general, Intelligence +1) A blazon is a formula describing exactly what a certain heraldic device looks like. Characters with this proficiency can reconstruct a coat of arms from its written description or encode an image in blazon form. This skill must be used to perform several other heraldic arts. Blind Fighting - (2 slots, rogue/warrior, Wisdom) A character with blind fighting is skilled at fighting in conditions of poor or no light. In total darkness, the character suffers only a -2 penalty to his attack roll. Under starlight or moonlight, the character incurs only a -1 penalty. The character suffers no penalties to his AC because of darkness. A successful proficiency check is required to use the skill in this way. Each round, the character may roll until success is achieved, in which case the character need not roll again during that battle. Furthermore, the character retains special abilities that would normally be lost in darkness, although the effectiveness of these are reduced by one-half. This proficiency is effective only against opponents or threats within melee distance of the character. Blind fighting does not grant any special protection from missile fire or anything outside the immediate range of the character's melee weapon. While moving in darkness, the character suffers only half the normal movement penalty of those without this proficiency. Furthermore, this skill aids the character when dealing with invisible creatures, reducing the attack penalties to -2. However, it does not enable the character to discover invisible creatures; he has only a general idea of their location and cannot target them exactly. Blocking (2 slots, Warrior) This proficiency costs two slots, but, depending on what level the character is, you want to change it to three slots. It’s not recommended to have any more or less slots taken up for this. For using this proficiency, you must choose a melee weapon. When holding this weapon, your AC is decreased by a 1. (from adnd.com) Boarding Pike - (1 slot, warrior, dexterity +2) This governs use of the boarding pike. It is initially available only to spaceborn beings. Groundlings must learn that such a pike cannot be used to hook and yank when boarding, unless one yearns to be a helplessly-snagged target. Boasting - (1 slot, general, Charisma +3) Heralds use this seeming simple skill to proclaim their lord's ancestry and triumphs. By making a successful boast, a herald can improve the morale of one unit of troops by 5% (one point under 1st or 2nd Ed. BATTLE SYSTEM miniature rules). A boast can also impress other nobles in diplomatic missions. When a herald successfully boasts for his liege, give the noble +10% on reaction rolls. One cannot use boasting without a history proficiency that applies to the noble who is the subject of the boast. A person who studies both boasting and family history can boast effectively for himself. Boating - (1 slot, general, Wisdom +1) 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. Boat wright - (1 slot, general, intelligence -2) the boat wright 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 boat wright proficiency cut this time by half; three reduce it to one third. A maximum of one boat wright 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 boat wright proficiency can aid the boat wright in construction, but two such characters equal the time savings that one additional boat wright could provide. Body Language - (1 slot, Psionicist, intelligence) A PC with this NWP is able to interpret subtle changes in behavior of another creature that gives away its moods and attitudes. Sitting posture, vocal tone, gesticulations, facial movements, and expressions all contribute to this. This skill is only effective on beings of the same race as the user or a closely related race, e.g., a human could not 'read' a dragon, but could 'read' a dwarf or elf. Only intelligent (int = 5+) beings can 'read' like this, and the reader must be able to see the subjects body. On a successful secret check, the reader can determine the general mood of the subject; happy, scared, depressed etc. A failed check determines another mood (DM's choice). If he concentrates, the reader can also tell if the subject is lying or not. This requires a check at an additional -4 penalty, and the PC must announce that he is doing this, it is not automatic. {from dragon #200} Botany - (1 slot, priest/wizard, intelligence -1) 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} Bower/Fletcher - (1 slot, warrior, dexterity -1) This character can make bows and arrows of the types listed. A Weapon smith is required to fashion the arrowheads, but the bower/fletcher can perform all other necessary functions. The construction time for a long or short bow is one week, while composite bows requires two weeks, and 1d6 arrows can be made in one day. When the construction time for the weapon is completed, the player makes a proficiency check. If the check is successful, the weapon is of fine quality and will last for many years of normal use without breaking. If the check fails, the weapon is still usable, but has limited life span: An arrow breaks on the first shot; a bow breaks if the character using it rolls an unmodified 1 on his attack roll. When making a bow designed for Strength bonuses, a proficiency check is made. Failure in this case means the weapon is totally useless. A roll of 1 means that the range of the bow is increased by 10 yards for all range classes or is of such fine work that it is suitable for enchantment. Brewing - (1 slot, general, intelligence) The character is trained in the art of brewing beers and other strong drink. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product. (additional information) A normal proficiency check is not made because normal proficiency checks only judge success or failure and not quality. Instead the percentage dice is rolled to decide the quality of the brew (using the table below). An initial modifier of 6 will guarantee that a brewer will never make a terrible drink. A one time modifier equal to Wisdom is added. Also for each slot given to this proficiency, a modifier equal to Intelligence is added. Die Roll Quality 01-05 Terrible 06-15 Very Poor 16-35 Poor 36-65 Normal 66-85 Good 86-95 Very Good 96-00 Excellent Thus, our hero Rath (Intelligence: 15, Wisdom: 8) has three non-weapon proficiency slots allocated to brewing because he hopes to be a master brewer some day and retire from the life of adventuring. He decides to whip up a batch of malt liquor beer. After completing the brewing process, it is time to sample the quality of Rath Malt Liquor Beer. He rolls a mere 13 on the percentile dice, which would normally produce a poor (13+6=19) quality brew. However, due to Rath's experience, Intelligence (3*15=45), and Wisdom (8); he gains a modifier of 53. Therefore, the quality of Rath's beer is good (72). {from Reid Guide To Alcohol} Bribery (1 slot, Charisma (special), warrior/rogue) 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 Loyalty Size of Bribe None +2 Unloyal -2 1d10 sp 0 Average -2 Average 0 1d10 gp +2 High -4 Loyal -4 1d10 x 10 gp +4 Very High -6 Very Loy. -6 1d10 x 100 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} Bureaucracy (1 slot, priest/rogue, intelligence) The use and abuse of bureaucratic systems. In DS it allows you to avoid/reduce tax payments, reduce the time you spend in prison, arrange meetings etc.{from Dark Sun} This proficiency encompasses a working knowledge of governmental protocol and the skills necessary to navigate bureaucratic organizations. A character with this proficiency knows which official to approach and the best time to approach him (a tax collector's aid may have better access to information than the tax collector himself; a city clerk may be less harried and more helpful at the beginning of the month than at the end). He knows where government records are kept and the procedures for examining them. He knows how to circumvent sluggish or uncooperative bureaucrats. He obtains permits and other government documents in half the normal time. No proficiency checks are needed for any of these functions. A character can also use Bureaucracy to turn the system against someone else. A successful proficiency check doubles the amount of time to make a government decision, causes a permit to be issued under the wrong name, or temporary misplace an important document. A paladin must be careful with this ability, to avoid breaking the law and violating his ethos. The bureaucracy proficiency covers the governmental organizations in a particular region, usually the characters homeland. He may spend additional slots to expand the proficiency to other regions. Official organizations include government councils, regulatory boards, and church hierarchies. This proficiency is only effective when dealing with organizations of 10 or more members. {from the complete Paladins Handbook} Butcher - (1 slot, general, intelligence +1) meat sectioning/preserving {from Barbara Haddad} Calligraphy - (1 slot, dexterity -1, priest/wizard) 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} Camouflage - (1 slot, rogue/warrior/Psionicist, intelligence) 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 ½ 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 Success Chance Tiny/Small +2 Medium 0 Large -1 Huge -4 Gargantuan -10 Carpentry - (1 slot, general, strength) The carpentry proficiency enables the character to do woodworking jobs: building houses, cabinetry, joinery, etc. Tools and materials must be available. The character can build basic items from experience, without the need for plans. Unusual and more complicated items require plans prepared by an engineer. Truly unusual or highly complex items require a proficiency check. Carpentry (Spelljamming) - (1 slot, general, strength) 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. Candler - (1 slot, general, intelligence) ability to make tallow & 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, spell books, 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} Caravaner - (1 slot, general, Wisdom) ability to manage caravans -- to estimate food/water needed for a caravan of 'x' size for 'x' days {from Barbara Haddad} Cartography - (1 slot, Wisdom, general) 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 map making, 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 himself only. This skill grants a +2 bonus on all navigation and orientation skill checks. {from dragon #169} Cartwright - (1 slot, general, intelligence) 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 Catching - (general, 1 slot, dexterity) A character with catching can catch any object that weighs less than 1/3 of the characters strength that is thrown to him from a character who has throwing. This includes catching an egg without damaging it. A catcher can catch any object of the allowed weight that has fallen no more than 100 ft. straight down. {from Rob Bertora} Chanting - (1 slot, Wisdom +3, general) 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} Charioteering - (1 slot, warrior, dexterity +2) A character with proficiency in this skill is able to safely guide a chariot, over any terrain that can normally be negotiated, at a rate one-third faster than the normal movement rate for a chariot driven by a character without this proficiency. Note that this proficiency does not impart the ability to move a chariot over terrain that it cannot traverse. Cheese Making - (1 slot, general, intelligence) This proficiency allow the character who has it to expertly create cheese from the curds of soured milk. A proficiency is required only when attempting to prepare a truly magnificent wheel of cheese as a special gift or for a special celebration. {from PHBR10, humanoids handbook} Chemistry - (cost = 2, wizard, Intelligence -2) 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. City Lore 1 - (Slots 1, General, Intelligence +1) This general knowledge skill grants the character general knowledge and memory of the City of the players choice (and surrounding towns and villages). Without rolling, characters know the names of streets and general landmarks, and a roll allows characters to reference this DM for information like the name of a certain inn or its proprietor or where to get translations done. (This skill does not require City Lore 2, 3, or 4 as a pre-requisite). {from FR: city of Splendors boxed set} City Lore 2 - (Slots 2, General, Intelligence -1) This specialized skill is not for the general populace of a city; officers of the watch and the guard are typical users of this skill (PCS can learn the skill without these affiliations after three months of dedicated study of the city). It allows characters a basic working knowledge of the city's history, its defenses, and its sewer systems (to be provided by the DM on a need to know basis). This also gives basic knowledge and history about a cities less well know and 'seedy' facts. (This also includes surrounding towns and villages under the protection of the main city). (This skill does not require City Lore 1, 3, or 4 as a pre-requisite). {from FR: city of Splendors boxed set} City Lore 3 - (Slots: 2, General, Charisma -1) Primarily a rumormonger's talent, this skill allows characters to remember rumors and tavern talk or to get it from other characters. It is best used as an information gatherer and role-playing trigger and as a DM's mnemonic when players forget clues. (This skill does not require City Lore 1, 2, or 4 as a pre-requisite). {from FR: city of Splendors boxed set} City Lore 4 - (Slots 2, General, Intelligence -2) Other secrets of the chosen city are entailed here. This skill represents knowledge and secrets that only the Lords, rulers or king of a city would know. This is not available to PCS or NPCs unless they become Lords/Rulers or are direct agents of said Lords/Rulers. (This skill does not require City Lore 1, 2, or 3 as a pre-requisite). {from FR: city of Splendors boxed set} Climbing - (1 slot, rogue, strength -4) 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. Close Quarter Fighting - (2 slots, warrior, dexterity) PC's with this proficiency have learned to fight in the cramped confines of small rooms, caves and dungeons in underground lairs etc. In such locations, characters armed with bludgeoning or piercing weapons receive a +2 bonus on their 'to hit' roles. Slashing weapons cannot be used in close quarter fighting. This bonus is not cumulative with wild fighting. A successful proficiency check at the start of combat yields this bonus. A failed roll indicates the PC fights normally. This proficiency is very useful for unarmed combat. Cobbling - (1 slot, general, dexterity) The character can fashion and repair shoes, boots, and sandals. Tools are necessary when making shoes, but everyday items may be used to repair a pair of shoes, with a proficiency check. Comedy - (1 slot, general, Charisma) A character with this proficiency is an entertainer who tells jokes, riddles and funny stories and/or performs various other comic acts. The character can make anything funny, but DMs may require a proficiency check to see if the audience responds well to the comedy or not. When performing, the comedian can raise morale by 2 on a successful proficiency check. A failed check lowers morale by 2. For each failed check, a cumulative -1 modifier is assigned for this comedy set. For each success check, a cumulative +1 modifier is assigned for this comedy set. DMs may allow modifiers to the comedian's proficiency check. For comedians who prepare well for a comedy routine (i.e. the player prepares for a good role-playing session), the proficiency check is modified by +1. Failure to prepare gives a modifier of -1. Intelligence plays an important part in comedy. Knowing what the audience wants and how to deliver it is important. On a successful Intelligence check, a +1 modifier is applicable. On a roll of 20 the crowd tries to kill the comedian, or at least throws him/her out. The comedy was that bad! On a roll of 1 the comedy was so good that people are falling out of their chairs and rolling on the floor. The comedian might have to stop until people regain the composure. The comedian will also gain a bonus modifier of + 1d4 when performing for this audience again. The audience must make a morale check after each joke or after the entire performance (DM's decision). Usually, a tougher crowd requires more morale checks. If the audience succeeds in a morale check, then the audience will tolerate the comedian, for now. If the audience fails a morale check, then the audience acts unfavorably, if not hostile, towards the comedian. Note that alcohol effects the morale of the audience. If the audience, in general, is slightly intoxicated the morale is modified by +1. If the audience is moderately intoxicated the morale is modified by +2. If the audience is greatly intoxicated the morale is modified by +3. {from Reid Guide To Alcohol} Commerce 1 - (Slots: 1, General, Wisdom -1) Characters with this skill know how business works in a particular city and its surrounding towns and villages, and can predict when certain commercial activities will take place (i.e. when the Market is at its fullest, when and where some smaller street markets open, etc.). While the skill doesn't allow for any special contacts, the character knows: * the guilds and their duties (and guild contacts); * the location of major shops and their wares; and * where to find particular nonmagical goods for sale. {from FR: city of Splendors boxed set} Commerce 2 - (Slots: 2, General, Wisdom -2) This skill is a character's limited knowledge of smuggling, black market goods, and the illegal trade of stolen goods. This skill gives the character one lesser contact dealing in a particular type of illegal goods or a contact with one of the known fences of a particular city, its surrounding towns and villages. This does not give the PC free reign with the criminal element, nor does it expose every secret of the character's contact. This sets the stage for role-playing between character and criminal contact. {from FR: city of Splendors boxed set} Concealment - (1 slot, rogue, dexterity -4) With this proficiency, the character can try to disappear into shadows or any other type of concealment - bushes, curtains, crannies, etc. The character can hide this way only when no one is looking at him; he remains hidden only as long as he remains virtually motionless. The success roll is made secretly by the DM, as the character always thinks he is hidden. Concealment in shadows cannot be done in total darkness, since the talent lies in fooling the eye as much as in finding real concealment. However, hidden characters are equally concealed to those with or without infravision. Spells, magical items, and special abilities that reveal invisible objects can reveal the location of a concealed character. Contortion(1 slot, Dexterity 0, General) - A character with this skill is able to contort his body and limbs into extraordinary positions.(From the AD&D Book of Sex) Cooking - (1 slot, general, intelligence) Although all characters have rudimentary cooking skills, the character with this proficiency is an accomplished cook. A proficiency check is required only when attempting to prepare a truly magnificent meal worthy of a master chef. A PC with this skill can also detect poison in food the same way that a person with the bar keeping NWP can detect poison in drinks. Craft Instrument (2 slots, dexterity, general) 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} Crowd Working - (1 slot, general, Charisma +2) 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 crowds reaction by two levels (or convince them to donate more money to entertainers, beggars etc., as they normally would, usually twice as much). Cream Pie - ( 1 slot, general) Cream pie allows you to hit someone with a soft object & cause it to do damage 1d3\1d2+1 (from adnd.com) Cryptography - (1 slot, general, intelligence (special)) Possession of this proficiency allows the character to create and break codes and ciphers. Reading/writing is required in order to learn this skill. Multiple picks of this proficiency are often very helpful. Codes and ciphers fall into four levels of difficulty (equivalent to the number of slots of "cryptography" taken by the person that does the encryption). Their specific requirements are as follows: Difficulty Base Breaking Time Check Mod. 0 10 minutes +1 1 1 day 0 2 1 week -1 3 1 month -2 The person encrypting the text can use a difficulty level no higher than the level of cryptography skill s/he possesses. The base breaking time is the unit of time that a person must spend to have any chance of "breaking" the code. Each day of code breaking must be 8 hours of uninterrupted thought or the period must be begun anew. The check modifier is an additional bonus/penalty applied to breaking a code that is dependent on its difficulty only. The DM may choose to add more modifiers because of the length of the text or successive failures. Codes/ciphers can only be broken by a person familiar with the language that the normal text is in. If encrypted documents are to be used for general communications, both the encryptor and decryptor must know the key. The impracticality of changing keys frequently is the only thing that tends to keep codes in use for long enough that breaking them becomes worthwhile. In order to change codes, the encryptor must merely decide to. It is a very quick job to create a code (of the type usable without supercomputers), generally taking 4 hours per skill level. Codes should be referenced (code A, code B, etc.) so that the DM can remember which ones are in use. {from Net Wizard Handbook} Dairyman - (1 slot, general, intelligence) cattle handling & ability to make dairy products: cream, cheeses, butter, curds, whey {from Barbara Haddad} Dancing - (1 slot, general, dexterity) The character knows many styles and varieties of dance, from folk dances to formal court balls. Danger Sense - (2 slots, general, Wisdom -2) 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". Dark Sense - (2 slots, warrior/rogue, wisdom -2) The character has an uncanny ability, if moving at half speed or less, to sense objects or empty space in complete darkness. This requires total concentration and so is useless in combat. Using this ability, the character could navigate through a dark room, avoiding collisions with furniture and stopping before stepping into a gaping pit. The DM should require a roll whenever the character comes close to anything that could be sensed. Success means that the character is aware that his or her path is blocked by an object or that there is no solid ground under his feet. Failure is oblivious because of the resulting collision or plunge.(from Dragon #254) Debate (1 slot, General, Intelligence) 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} Diagnostics - (1 slot, priest, Wisdom -1) 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:- * If the patient has suffered physical damage the character can determine the extent of the damage, though he may not be able to ascertain the exact cause (if a victim was attacked by a tiger, the PC would know that the victim was clawed by a large animal, but not necessarily the species). The PC can recommend treatments and offer prognoses, as with victims of diseases. * If the patient has been poisoned, the PC knows the antidote (if one exists) and how to prepare it, Note that even if the PC knows how to prepare the antidote, he may not have access to the necessary ingredients. * The PC knows the name of the disease, its cause, and how long the patient has had it, and the optimum treatment. If the patient is treated as specified, he suffers the mildest form of the disease and its shortest duration. If the patient declines treatment, or the treatment doesn't work, the character can determine the patients prognosis with reasonable accuracy ('The patient will recover by the end of the month', or 'the patient will become permanently blind if not treated by the end of the year'). The PC may diagnose both magical and natural diseases. * When examining a corpse the PC can determine how the victim died and approximately how long its been dead. If the victim died of unnatural causes, the character will only be able to determine the general circumstances of the death. For example, if an evil wizard incinerated the victim with a fireball, a successful NWP check might reveal that the victim burned to death very rapidly as a result of some type of magic, but not that it was affected by a fireball. A PC with this proficiency may diagnose himself or any other character, or animals, except for supernatural creatures (such as undead, etc.) or creatures from another plane of existence (like an aerial servant). He may attempt to diagnose an individual or creature only once. If a character also has the Healing proficiency, he may modify all diagnostic checks by +1. Differencing - (1 slot, general, Intelligence +2) Since there may be thousands of shields in use in a campaign world, distinguishing between them requires great skill. To understand differencing, a character needs the blazon proficiency; records of arms are kept in this written code, and characters need access to the college of herald's library to use this proficiency properly. Without a library, penalize differencing checks by an additional modifier of +3. A successful differencing check lets a character identify a given achievement and its bearer. Once a differencing check has succeeded on an insignia, the herald can always recognize that particular insignia. Diplomacy - (1 slot, Charisma, general) 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 who 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} Direction Sense - (1 slot, general, Wisdom +1) A character with this proficiency has an innate sense of direction. This direction sense applies to different types of terrain. The specific type is chosen when the proficiency is taken. In the wilderness, the character can try to determine the direction the party is headed. If the check fails, the character errs by 90 degrees. If the roll is 20, the direction chosen is exactly opposite the true heading. (The DM rolls the check). Furthermore, when traveling in the wilderness, a character with direction sense has the chance of becoming lost reduced by ½. Underground, a character with this proficiency can determine direction and the shortest route to the surface. By careful analysis of air currents and contents, a character can even determine whether there are any pockets of poisonous gas in the air with a successful proficiency check. A failed check indicates failure to identify the correct direction. A roll of 20 results in an error in direction. (The DM rolls the check). In the water, a character with this proficiency is able to determine the direction of travel underwater. A failed proficiency check means the character errs by 90 degrees. A roll of 20 indicates the direction chosen is exactly opposite the true reading. (The DM rolls this check). While on the water, the character is able to tell the direction of the party, even in unfathomable weather conditions, with a successful proficiency check, rolled by the DM. A character with this proficiency adds +1 to navigation skill rolls. Dwarves with this skill, receive a +2 modifier when using this skill underground, and a -2 penalty when using this skill outdoors. Dirty Fighting - (1 slot, rogue, Wisdom -2) Any character who has this prof. has a natural knack for fighting dirty. This enables them to make called shots, and gain extra damage when attacking unarmed. The benefits are as follows(with successful check only): no penalties for a called shot to the designated place, and +2 hit and damage. (From adnd.com) Dirty Fighting 2 - (2 slots, warrior/rogue, dexterity -3) A character with this proficiency is familiar with a number of cheap shots and tricks that can be used in fighting. This proficiency should never be taken by someone who has to uphold a moral code. A paladin, for example, would never result to dirty fighting unless he wanted to lose favor with his deity. When a character wants his character to use this ability, s/he should state what his character is attempting to do, then make a proficiency check. Success means that the trick worked, and the character gains an extra attack in that round with a +2 to hit and damage. Failure means the move was noticed or anticipated, and the intended victim instead gains an extra attack in that round against the character with no dexterity bonuses to armor class for the character for that attack only. After the first attempt, a cumulative -2 penalty should be applied to any further attempts made against the same opponent. For example, Krik the thief is fighting a city guard. He picks up a handful of sand (rolls a successful check) and throws it in the guard’s eyes. As the guard yowls in pain and rubs his eyes, Krik gives him a nasty cut with his dagger. The fight continues and Krik attempts to kick the guard in the shin. This time the proficiency check is made at a -2 penalty, as the guard has grown wary of Kriks cheap shots. Krik misses (fails the check); as he recovers his footing, the guard smashes him with his mace.(from Dragon #254) Disguise - (1 slot, rogue, Charisma -1) The character with this skill is trained in the art of disguise. He can make himself or another individual look like any general type of person of about the same height, age, weight, and race. A successful proficiency check indicates that the disguise is successful, while a failed roll means the attempt was too obvious in some way. The character can also disguise himself or another person as a member of another race or sex. In this case, a -7 penalty is applied to the proficiency check. The character may also attempt to disguise himself as a specific person, with a -10 penalty to the proficiency check. These modifiers are cumulative, thus it is extremely difficult for a character to disguise himself as a specific person of another race or sex. Disguise Drunkenness/Hangover - (1 slot, general, intelligence-4) A person with this proficiency has the uncanny knack for concealing his/her unattractive alcoholic problems of drunkenness and hangovers. The character must make a proficiency check after moving into anew state of intoxication. A successful proficiency check indicates that the character seems to be at the previous state of intoxication. The character still suffers the penalties for the new state of intoxication, but it will appear at face value that he/she is at the previous state. For example, Rath (who is proficient in this), just went into a state of slight intoxication. His stats are adjusted accordingly. He makes his proficiency check. So it seems at face value that Rath is not intoxicated, although he is slightly intoxication. Of course, if he would need to use an ability like intelligence (intelligence attribute check), then his -1 intelligence penalty will manifest itself. If a character has a hangover and makes a successful proficiency check, he/she can suppress 1 or 2 (DM's option) of the hangover effects. For example, Rath has a hangover. He rolls a 13 on the hangover effects table. The effects are blinding headache, the squats, and trembling. He suppresses "the squats" effect, but still suffers from a blinding headache and trembling. If he only suffered from one effect like vomiting, then he wouldn't have any hangover problems. NOTE: All checks are made at the current intelligence (i.e. with modifiers from being intoxicated). Another benefit of this proficiency is the ability to hide the fact that the character has an alcohol addiction problem. An intelligence check is made when a character is not drunk or hungover. If successful, the character disguises his/her alcohol addiction from people. The character is so nonchalant that people don't realize that he/she has a problem. {from Reid Guide To Alcohol} Display Weapon Prowess (1 slot, Warrior, Dexterity) 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. Morale 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} Distance Sense - (1 slot, Wisdom, general) This NWP allows a character to estimate the total distance he's traveled in any given day, part of a day, or a number of consecutive days equal to his level. For instance, a 7th level character can estimate the distance he's traveled in the previous week. The estimate will be 90% accurate. {from PHBR11, complete rangers handbook} Distillation (1 slot, Intelligence, general) This is a specialized function of alchemy which deals in condensing a substance to its most potent form. It allows the creation of various essences and extracts, and allows almost any substance to be concentrated. This skill can also emphasize one function or effect of the substance in question over another effect. For example, if a nightshade leaf were to be distilled, the distiller would have two options (or more) available to him. He could choose to emphasize the poisonous qualities of the leaf, which would result in a very concentrated substance which would cause the exact same poisonous effects as a large quantity of nightshade. The smell and taste of this essence would be reduced (might be eliminated if a 1 is rolled for a proficiency check) as the chemicals causing these effects are reduced or eliminated. If the character wished, however, to condense it such that it emphasized it's spicy flavor, rather than poisonous qualities, then an extract would be produced which would act as a strong spice, but would have only mild, if any, poisonous effects on the victim. A character MUST take the Alchemy proficiency first in order to take this proficiency. Diving (1 slot, dexterity, general) A character with this proficiency is an accomplished diver. The character may attempt a normal dive from a height equal to 20' plus an additional 10' per level of experience. This use requires no proficiency check. If the character wishes to dive from a higher distance, perform a truly awe-inspiring dive, or wishes to improvise on the dive, modifiers to the chance of success are applied. For every added level of complexity (a somersault, twist, pike, etc.), the character must subtract 5% from his chance of success. In addition for every additional 5' in height, an additional -1 penalty is applied to the chance of success. These modifiers are cumulative, and the DM may add other penalties or bonuses based on the circumstances. A 'safe' depth of water equal to the diver's height plus an additional 1' of water per 10' of height (or fraction thereof) depth is needed to avoid injury. A character can perform one fast maneuver (somersault, for example) for every 10 feet of travel, or one slow maneuver (holding a pike, for example) for every 20 feet of travel. Use of a springboard adds an additional 5' height to the initial jump, giving a total distance increase of 10'. Adding proficiency slots has the effect of increasing the maximum height by 10'. A diver may dive outwards five feet plus an additional one-third the distance that he travels downward. {from Vince Carr} Divining - (1 slot, Wisdom-2, Wizard, Priest) When a character put a slot on this proficiency, he must chose a Way of Divining. He can gain as many Ways as he puts slots (one per slot), or he can specialize in a single Way (up to a max. of 4 slots per way). By means of this proficiency, the character can divine things, by observing the components required, which must be in sight (e.g. pyromancy needs a fire source). These components cannot be used more than in a single power per day, e.g. if a pyromancer uses a fire source to detect magic means that this fire source will only function to detect magic that day. But another fire source can be used. Ways of Divination Divination By/Through/Using Acultomancy needles Aeromancy observation of atmospheric phenomena (comets, etc) Alectormancy sacrifice of a rooster Aleuromancy flour Alomancy salt Alphitomancy means of loaves of barley Alveromancy means of the sounds Amniomancy means of the caul (afterbirth that envelops the head of a newborn) Anthropomancy means of human entrails Apantomancy means of any objects which happen to present themselves Arithmancy means of numbers Armomancy means of inspection of ones's shoulders Aspidomancy means of drawing a circle, sitting within it, and chanting conjurations Axinomancy means of a hatchet or woodcutter's axe Batraquomancy frogs Belomancy arrows Botanomancy means of burning branches Capnomancy studying smoke Cartomancy means of cards (tarot...) Catop/Enoptromancy means of a mirror Causimomancy means of fire Chaomandy examination of the phenomena of the air Ceroscopy wax Cleromancy study of thrown black & white beans/ stones/ bones/ dice/ whatever Critomancy study of viands and cakes Crystalomancy use of a crystal globe Dactylomancy rings Daphnomancy means of a laurel Emonomancy means of demons Eromancy a water's vessel Gastromancy from the belly Geomancy the signs of the world Grafology writing Gyromancy continually going in a circle marked by letters on the circumference Hippomancy study of movements by white horses Hydromancy water Ichthyomancy inspection of fish entrails Kephalonomancy inspection of the baked head of an ass Lithomancy use of stones Margaritomancy pearls Myomancy rats or mice Necromancy means of spirits of the dead Onomancy a donkey Onychomancy studying one's fingernails Ornithomancy studying the flight or songs of birds Palmistry looking at the lines and marks on the human hand Pyromancy fire Rhabdomancy rod or staff Rhapsodomancy means of opening the works of a poet at random and reading the verse which first presents itself oracularly Sortilege lots Stolisomancy from observing the manner in which one dresses oneself Sycomancy the leaves of a fig tree Tephramancy ashes of a fire that consumed a sacrifice Tiromancy means of cheese Xylomancy means of wood found in one's path Powers list First slot - detect magic - detect undead - detect evil/good - detect poison - detect snares & pits - detect charm Second slot - detect lie - detect invisibility - know alignment - locate object Third slot - augury - speak with spirits (as per speak with dead) Fourth slot - legend lore (author note: overpowered, should only be allowed with special permission from DM) Draftsmanship - (1 slot, Dexterity, general) This skill is used to physically draw the coat of arms. It is most useful when combined with a blazoning proficiency, since the character can then create a perfect achievement from written records. Without blazoning, the draftsman must work from a perfect copy of the achievement and is penalized by a +2 modifier on the die roll. Draftsmanship requires a set of paints and brushes, as well as the shield or other materials to be emblazoned. If the color "or" (gold) is to be used, a jeweler must be employed to apply gold leaf. Heraldic Coloring Tinctures - azure, blue, gules, red, purple, purple, sable, sanguine, mulberry, tenne, chestnut, vert, green Metals - Argent, silver, ore, gold Furs - Ermine, white, Vair, light blue Drinking/Boozing - (1 slot, general, special) A person with this proficiency has a great love of alcohol. He/she has the skill to consume more alcohol then most people without suffering the ill effects as bad. Also, the character can tell the quality of any alcoholic drink by taste. This knowledge goes deeper than just general quality knowledge. He/she can know interesting facts about alcohol drinks if a successful intelligence check is made. For example, he/she may know the year it was made, what race created it, its value, specific ingredients, etc.. When consuming a serving of alcohol, the character now gets a bonus for his/her constitution checks. Thus, the penalties for constitution checks are as followed: Beer +5 A 20 on the constitution check Ale +4 always fails. Wine +3 Mead +2 Liquor +1 When the character is in a state of great intoxication, he/she doesn't receive a penalty when he/she saves vs. poison. With each saving throw a character has a cumulative 2% instead of 5% of permanently lowering his/her constitution by 1 point. Unfortunately, this proficiency has an evil side to it. The character's alcohol addiction can never be at 0 for amount and drinking levels. Furthermore, the character suffers a -1 penalty to poison saves for alcohol addiction checks. {from Reid Guide To Alcohol} Drinking Skills/Tricks (1 slot, general, dexterity) This proficiency bestows many benefits to the character although they tend not to have any enlightened value. "The Chug", "The Gulp", "The Neck" are all names for the ability to consume a single serving of alcoholic beverage in a seconds. A proficiency check (cumulative -1 penalty per serving) is required when competing against another person. If both make the check, the person with the highest score loses. If both fail the check, neither wins because they either choke, spit up the booze, etc.. Of course, if one fails the check and the other makes the check, then the winner is the successful one. "Fire Breather" is the ability to spit alcohol, through a flame, and hit a target. The spitter must have a flame source of at least candle power and the target must be within 9 feet. The spitter must make a successful proficiency check with a penalty based on range between him and the target. Success indicates a hit and the target suffers burn damage based on range. Failure indicates a miss unless a 20 is rolled. A 20 indicates that the flame back tracks into the characters mouth and cause 1d6 points of burn damage. Range Damage (*) Check Mod. 0' to 3' 2d6 -2 3' to 6' 1d6 -3 6' to 9' 1d4 -4 (*) save vs. Breath Weapon for half damage. Dexterity bonus apply. "The Big Belch" is the incredible and slightly disgusting ability to produce long-lasting burps while drinking alcohol. A character can burp continuously for 1d10+10 rounds after having only one serving of any alcoholic beverage. If the character makes a successful proficiency check, he/she gains an additional 1d10+10 rounds to the burp. "The Mouth Catcher" is the ability to throw a small object into the air and catch it in his/her mouth. Typical small objects are a nuts, popcorn, pretzels, etc.. The character can throw the object up to 5 feet into the air and catch it without requiring a check. A proficiency check is required if the character tries for over 5 feet. The check requires a modifier of -1 for every additional foot the character wants. A failed check indicates that the small object misses the character's mouth. Roll on the following table to see where the object lands: Roll Effect 1: Lands in character's nose. 2: Pokes character in left eye. Can't see through eye for 1d6 turns. 3: Pokes character in right eye. Can't see through eye for 1d6 turns. 4: Bounces off head and hits nearest person. 5: Bounces off head and lands in character's drink. 6: Bounces off head and lands in nearest drink other than character's drink. DMs should modify effects that would not apply to a given situation. "Bottle Cap Flick" is the ability to take a bottle cap and flick it at a target. A proficiency check is required if the character aims for a target over 5 feet away. The check requires a modifier of -1 for every additional foot the target is away. A successful check indicates that the bottle cap hits the intended target. A failed check indicates that the bottle cap misses the target a number of feet equal to the number of points the check was missed. Thus, if the check was missed by 4 points, then the bottle cap lands four feet from it's target. The direction the bottle cap is randomly determined by the DM.{from Reid Guide To Alcohol} Drover/Shepherd - (1 slot, general, intelligence +1) care of herd animals {from Barbara Haddad} Dweomercraft - (3 slots, wizard, intelligence -3) This rare nonweapon proficiency is generally only available in a world with a high degree of magical knowledge. It 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. {from Net Wizard Handbook} Dyer - (1 slot, general, intelligence -1) the making of vegetable & mineral dyes & use of same {from Barbara Haddad} Eavesdropping - (1 slot, general, Intelligence +1) 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} Endurance - (2 slots, warrior/rogue, Constitution) A character with endurance proficiency is able to perform continual strenuous physical activity for twice as long as a normal character before becoming subject to the effects of fatigue and exhaustion. In those cases where extreme endurance is required, a successful proficiency check must be made. Note that this proficiency does not enable a character to extend the length of time that he can remain unaffected by a lack of food or water. Dwarves, being a hardy and resilient race, automatically receive the endurance proficiency at no cost at the start of their career. Energy Control - (see below) This proficiency costs five NWP slots and three WP slots . . . it's a very powerful proficiency to have. Only the warrior class and priest class may have this proficiency. The controller harnesses the raw material of life and shoots it at a selected yet an unlucky target (Yes!) . At the start of a turn the controller may choose to use this Proficiency, but must warn the DM first, the controller rolls a 1d100 or %dice and gets a 5% chance to use it successfully for each level he is. If the controller passes the test, he deals 1d4 damage per level he is to a target. The energy blast goes 10 feet per level of the controller . . . but if the chance is failed the controller does 1d4 damage per level to himself! (Authors note: one I wouldn’t approve of except for the fact of the possible backlash and huge cost. If they get to 20th level 20d4 damage with no backfire shouldn’t be a whole lot )(from adnd.com) Engineering - (2 slots, priest/wizard, intelligence -3) The character is trained as a builder of both great and small things. Engineers can prepare plans for everything from simple machines to large buildings. A proficiency check is required only when designing something particularly complicated or unusual. An engineer must still find talented workmen to carry out his plan, but he is trained to supervise and manage their work. An engineer is also familiar with the principles of siege craft and can detect flaws in the defenses of a castle or similar construction. he knows how to construct and use siege weapons and machines, such as catapults, rams, and screws. Epicure - (2 slots, general, Intelligence +2) This character is an expert in food and drink, and can tell (on a successful check) whether or not food has been prepared by a master chef, what ingredients were used, what year a specific wine was bottled, and what region it came from. If this character also has the cooking skill, then no check is required to make a masterful meal.(from Dragon #254) Escapology - (1 slot, dexterity (special), rogue) This is the ability to escape shackles, ropes and even straight-jackets by body contortions and limb manipulation. Tight ropes impose a -1 penalty, locked metal cuffs impose a -3 penalty and straight-jackets 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} Etiquette - (1 slot, general, Charisma) This proficiency gives the character a basic understanding of the proper forms of behavior and address required in many different situations, especially those involving nobility and persons of rank. For extremely unusual occurrences, a proficiency check must be made for the character to know the proper etiquette for the situation. However, having the character know what is correct and actually do what is correct are two different matters. The encounter must still be role-played by the character. Knowledge of etiquette does not faux pas; many people who know the correct thing manage to do the exact opposite. Evasion - (1 slot, rogue, Dexterity -2) This proficiency allows the thief to lose someone who is following him/her or keep a particular person from finding them in a public place. {from Willie Baer} Falconry - (1 slot, Wisdom -1, general) 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 = 1 lb.), the success roll for training is made at -2. Tasks:- Hunting - the falcon is trained to hunt its natural prey; small mammals and game birds; and to return with them to the falconer. Nearly all trained falcons receive this training 1st. Ferocity - the falcon receives a +1 bonus to all attack and damage rolls, and a +2 morale bonus. Guard - the falcon shrieks at the approach of strangers. If approached closer than 20-30', the falcon will attack unless ordered not to. The bird can recognize designated friends. Homing - the falcon recognizes one place as