Skills
Acting
- 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.Artistic Ability
-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.
Calligraphy -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. Possession of this skill grants a +1 bonus
on all artistic ability skill checks involving the painting or lettering of signs, documents, etc. Prereq: LiteracyBasic music-Confers a basic knowledge of music and the ability to sight read.
Craft instrument -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} Prereq: Basic music.
Dancing - The character knows many styles and varieties of dance, from folk dances to formal court balls. Confers a sense of rhythm.
Musical Instrument - The character can play a specific musical instrument. An additional instrument can be added for every extra slot devoted to this proficiency. The character plays quite well, and no proficiency check is normally required. The DM may expect the character to make a proficiency check in what he feels are extraordinary circumstances. Pre: Basic music
Poetry - Proficiency in poetry includes the skills of reciting poetry and judging its quality. It also indicates that the character has a repertoire of poems memorized for recital at any time. No proficiency check is required for a normal recital. Original poems can be written. A successful proficiency check indicates that the poem is of above average quality. Pre: Literacy
Singing - The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living. No proficiency check is required to sing. The character can also create choral works on a successful proficiency check. Pre: Basic Music.
animal skills
Animal Lore
- 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 - 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. Preq: Animal lore
Animal Training - 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. Preq: Animal handling
Bee-keeping - bee raising & knowledge of how to harvest wax & honey without destroying hive {from Barbara Haddad}
Drover/Shepherd - Care of herd animals {from Barbara Haddad}
Falconry – A PC with this proficiency is an expert in training and handling falcons (as well as hawks at a -1 NWP check. Owls can also be trained, but at a -2 NWP check), enabling him to teach them tricks and tasks. A PC can teach a falcon 2-8 tricks or tasks in any combination. It takes 2-12 weeks to teach a trick, and 9-12 (d4+8) weeks to teach a task (these times are halved if the teaching NWP is known with a successful teaching NWP check). At the end of the training period, the PC makes a NWP check. If the check succeeds, the falcon has learned the trick or task. If the check fails, the falcon is incapable of learning that trick or task. If not using falconry training equipment (cost 10gp, weight = 1lb.), the success roll for training is made at -2. Tasks:
Farming - A PC with this skill is able to evaluate soil quality for plant growth, and to identify the best methods of growing plants, particularly fruits, vegetables and spices. To identify edible plants in the wild with a chance equal to 1/3 of their normal NWP roll (this is the same as the foraging skill). {from dragon #156}
Fishing – The character is skilled in the art of fishing, be it with hook and line, net, or spear. Each hour the character spends fishing, roll a proficiency check. If the roll is failed, no fish are caught that hour. Otherwise, a hook and line or a spear will land fish equal to the difference between the die roll and the character’s Wisdom score. A net will catch three times this amount. Of course, no fish can be caught where no fish are found. On the other hand, some areas teem with fish, such as a river or pond during spawning season. The DM may modify the results according to the situation
Hunting - When in wilderness settings, the character can attempt to stalk and bring down game. A proficiency check must be made with a -1 penalty to the ability score for every non-proficient hunter in the party. If the die roll is successful, the hunters (and those with him) have come within 101 to 200 yards of an animal. The group can attempt to close the range, but a proficiency check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the games. Type of animal stalked depends on the nature of the terrain and the whim of the DM. Preq: Basic weaponry
Pest Control - This proficiency is used to keep underground strongholds free of pests like rats, carrion crawlers, other small creatures. Similar to the set snare proficiency, it is concerned with catching underground pests and does not use snares. Traps are set to trigger metal cages, drop nets, or iron doors, which shut off individual tunnel sections. Spring traps or small deadfalls may be rigged (1d6 max. damage) using this proficiency. There is no -20% modifier when using pest control to trap larger creatures.
A character with this proficiency does not have the ability to make the items required for these devices, he can only set the traps and their triggers.
A proficiency check must be rolled when the trap is set. A failed proficiency check means that the trap will fail to operate. It may not have been set properly, was poorly concealed, or it was too small or too large for the creature to trigger. Setting a trap takes one hour and the character must have the proper equipment and materials with him. Characters with the animal lore proficiency gain a +10% bonus when attempting to set traps to catch animal pests. {from Vince Carr}
Riding, Airborne - The character is trained in handling a flying mount. The particular creature must be chosen when the proficiency is chosen. Additional proficiency slots can be used to learn how to handle other types of mounts. Unlike land-based riding a character must have this proficiency (or ride with someone who does) to handle a flying mount. In addition, a proficient character can do the following:
Riding, Land-Based - Those skilled in land riding are proficient in the art of riding and handling horses of other types of ground mounts. When the proficiency slot is filled, the character must declare which type of mount he is proficient in. A character with riding proficiency can perform all of the following feats. Some of them are automatic, while others require a proficiency check for success.
Riding, Sea-Based - The character is trained in handling a swimming mount. The particular creature must be chosen when the proficiency is taken. Additional proficiency slots can be used to learn how to handle other types of mounts. A character must have this proficiency (or ride with someone who does) to handle an aquatic mount. In addition, a proficient character can do the following:
movement rate of the animal for up to two turns. This requires a proficiency check each five rounds to see if the mount can be pushed this hard. If the initial check fails, no further attempts can be made, but the mount can move normally. If the second or subsequent check fails, the mount slows to half speed and will be unable to bear the rider for a full turn. In any event, after two turns, its movement drops to two-thirds its normal rate until the mount is allowed to rest for at least one hour. Preq: Riding, land-based
Skinning - This proficiency gives the character knowledge of the proper ways to skin and prepare an animal for food or for sale. Furs may be obtained with this skill, as long as the proper type of knife is available. A successful proficiency check indicates the fur is acceptable to be sold or the animal is fit to be eaten. Failure indicates a damaged fur or improper cleaning of an animal. One small animal may be skinned in one hour. Medium sized animals may be skinned in two hours, while large animals require four hours of time for proper skinning. {from Vince Carr}
Veterinary Healing – The PC can attempt to heal all types of normal animals. Following the same procedures described in the description of the healing proficiency, returns 1-3 HP if treated in 1 round after wounding, once per creature per day; continued care can restore 1 HP/day during non-strenuous travelling for up to 6 creatures. Gives a +2 save Vs poison if treated for 5 rounds within a round after poisoning, and diagnose disease, magical origins identified, natural diseases take mildest form and shortest duration. Supernatural creatures (such as skeletons or ghouls) or creatures from another plane (such as aerial servants or xorn) cannot be treated with this proficiency.
This NWP is not cumulative with the healing NWP - the first used will take precedence. The veterinary proficiency can be used on humans, demi-humans, and humanoids at half the normal chance for success.{from PHBR11, ranger's handbook}
Armor Optimization
– 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 -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}
Blind-Fighting - 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.
Close Quarter Fighting - 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.
Display Weapon Prowess -Characters who have this proficiency can put on an impressive display of weapon prowess without fighting at all—swords whooshing in a blur, daggers flashing, arrows splitting melons in two. An individual must use a weapon with which he or she is already proficient, but specialization has no further effect. The ‘show’ takes at least a round. Those who are impressed are forced to make a morale check. (results outlined below) Not everyone is swayed by weapon prowess. Characters must pay attention before this proficiency has an impact. i.e.: it might be useful staring down a guard at the city gate, but would do nothing against a screaming mob or a charging band of desert riders. Further, characters who have this proficiency must be of equal or higher level (or HD) then their audience to impress them.
Moral check results: characters who make successful morale checks can see that an individual with this proficiency handles a blade well; otherwise they’re unaffected. Characters who fail their morale checks react in a manner suited to the circumstances at hand. If the situation isn’t desperate, and violence isn’t inevitable, characters who fail their checks are likely to try talking to the individual with weapons prowess; else they’ll simply back away. They won’t surrender outright, but they’ll realize that the individual is not the sort to trifle with. Sometimes walking away and talking things over are not viable options. i.e.: the guards at the sultan’s treasury (after failing their checks) will stay at their posts and remain willing to fight. If forced into combat, however, they’ll suffer a -1 attack penalty. PC’s are not affected by morale checks, though if the attempt is made, the DM should provide a frank evaluation of the display based on level of success. {from Aaron Ranta}
Jousting - This NWP includes the combat skills necessary for a successful joust, as well as the manners, behavior and flair needed to impress an audience. To take this proficiency the PC must first have a weapon specialization in the jousting lance.
A character with this proficiency modifies his attack rolls in a jousting match by +2. The use of this proficiency assumes the character has an adequate lance, shield and mount.
Should a character win a match, his stylish performance favorably impresses the audience. Audience members with a special interest in the match (such as royalty, gamblers, or potential paramours) who later encounter the jousted modify their reaction rolls by +2. If he wins several matches in a tournament, the bonus doesn’t rise above +2. If he later loses a match or two in the same tournament, he still earns the bonus. However, if the jousted has an especially disastrous day - say, if he follows a winning joust with a long string of losses - the audience may dismiss the win as a fluke, and the DM may cancel the bonus. {from The Complete Paladins Handbook}
Laijutsu - Laijutsu is the art of fast drawing a melee weapon; unsheathing and sheathing it with blinding speed. Upon learning this NWP, the player must state what weapon it applies to. This is a specific weapon, not just a general class. Thereafter, the character can change to or from that weapon without penalty (changing a weapon, normally requires 1 round), and under certain situations, has a better chance of surprising opponents. To surprise an opponent, the weapon must be sheathed, and the PC must be in a peaceful situation (drinking at a pub, walking down the street, talking to a person at a table, etc.). The PC may then decide to attack, if he makes his NWP check, he may then make a normal surprise check, modified by dexterity reaction adjustment. If the opponent is expecting an attack (in a dungeon standing off waiting for attack, etc.) and the PC’s weapon is sheathed, then they may surprise also, but instead use 1d20 to determine surprise chance of success instead of 1d10, with the same chances and modifiers as above. {from oriental adventures}
Street Fighting This NWP is extremely beneficial to a PC who is engaged in unarmed combat. An individual with this NWP may add their strength score (+3% for each CATEGORY above 18 strength, i.e. +15% at 18-100% strength, +18% for normal Str, total = +33%) to the chance for a KNOCKOUT on the unarmed combat table when a successful attack is made. Also, if the fighter makes a successful dexterity check, he may make another unarmed attack in the same round, but without the unarmed knockout bonus given for this NWP. {from dragon #169}
Weapon Improvisation – A successful check means the character has found a usable weapon, which does 1d6+1/1d3+1 damage. Modifiers can be applied depending on the character’s location. {from Dark Sun}
Weapon Loader -This proficiency allows a character to load and arm the large weapon of choice better and more quickly. These include large ship-mounted weapons such as ballista, catapults, jettisons, bombards, and others. The weapon crew to which this character is assigned can reload one round faster. The weapon loader proficiencies of several different characters cannot be applied to the same weapon. Characters with this proficiency are valuable crew members, and often receive double pay because of their skill. {from Vince Carr}
Wild Fighting Characters with this proficiency employ an extremely unorthodox and unpredictable fighting style. Wild fighting is ferocious and deadly, without any grace or discipline. It is also extremely tiring, as part of its nature is that it focuses every bit of energy a character has into the attack. The benefits are in the number of attacks the character gets and the amount of damage the attacks inflict. A wild fighting character gets one more attack per round than normally entitled to. All damage done is at a +3bonus. However, when wild fighting, a characters ‘to hit’ rolls are reduced by 3, also his AC is penalized by 3, making him easier to hit. To use wild fighting, a character must make a successful NWP check at the start of combat. A failure means that the character receives only the penalties of the proficiency and none of the benefits. Wild fighting can only be used twice per day, as it is extremely tiring. After a battle ends, the wild fighter must rest for one hour before he can again call on this proficiency. Resting means doing nothing but resting or engaging in light travel (riding a slow moving horse, etc.). If the character must walk, he cannot use this proficiency until 4 hours have passed. Without this rest, a tired character suffers a -3 penalty to all proficiency checks, a -5 to AC, a -5 to THAC0, and a -3 from all damage rolls. These penalties are in effect until the full resting period has elapsed.
Tactics : This proficiency enables a PC to successfully devise and analyze various military tactics. This includes the basic principles of siege warfare, guerrilla warfare, and the use and deployment of various special arms units. A successful check may be required in order to develop various complex plans relating to military strategy.
Appraising
- This proficiency is highly useful for thieves, as it allows characters to estimate the value and authenticity of antiques, art objects, jewelry, 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.Dairyman - cattle handling & ability to make dairy products: cream, cheeses, butter, curds, whey {from Barbara Haddad}
Armorer - 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. 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
Blacksmithing - A character with 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.
Bowyer/Fletcher – This character can make bows and arrows of the types listed. A weaponsmith is required to fashion the arrowheads, but the bowyer/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.
Butcher - meat sectioning/preserving {from Barbara Haddad}
Candle maker - 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, spellbooks, scroll cases, bows, etc., can all be done in this way with specially treated rags, which must be carried by the PC. The time to apply the wax cover takes 1-12 rounds, depending on the item. A heat source must also be available to do this effectively (e.g., fire, torch, etc.) {from Barbara Haddad}
Carpentry - 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.
Cartwright - 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
Cheese Making - This proficiency allows 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}
Cobbling - 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.
Dyer - The making of vegetable & mineral dyes & use of it {from Barbara Haddad}
Gem Cutting - A character with this proficiency can finish the rough gems that are discovered through mining at a rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of non-proficient characters. A gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and specially hardened blades. Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful, the gem cutter increases the value of a given stone to the range appropriate for its type. If a 1 is rolled, the work is exceptionally brilliant and the value of the gem falls into the range for the next most valuable gem
Glassblowing This skill entails the ability to blow glass tubes, vials, windows, and other objects of glass. Complex or very fine work, such as a stained-glass window or a figurine, may require a check at up to -6. Medieval glass was, in general, highly fragile and cracks very easily
Glazier - This proficiency allows the character to create small and delicate items of glass. While a modest living may be made from the construction of baubles, trinkets, and other glass sculptures, other uses are apparent. Beakers, flasks, and tubes may be constructed for use in an alchemist’s lab or as storage containers. All that is required is a very hot flame, the glass to start with, and several instruments for the shaping of the glass. A proficiency check is required only when creating extremely delicate constructions or using rare glass. A completed small flask may be created in two hours time. Larger or more complicated items take proportionately longer to create, from several hours to over one day's time.
Goldsmithing - A character with this proficiency is skilled in the art of fashioning objects from gold and it’s alloys. This requires delicate attention to detail. A shop must be set up to do any intricate type of work. Objects such as gold cufflinks, pendants, spectacle rings, and candlesticks require the use of this proficiency. Times required depend strongly on the type of item being created. Gold alloys are used to construct durable items such as rings and pendants. Any type of gold inlay into weapons, armor, or other items requires a character with the goldsmithing proficiency. A proficiency check is required when dealing with pure gold, since it is easily bent and ruined. A proficiency check is also required when constructing truly magnificent gold works or highly intricate items.
Leatherworking - This proficiency enables a character to tan and treat leather and to make clothing and other leather objects. The character can make leather armor, as wells backpacks, saddlebags, saddles, and all sorts of harnesses.
Locksmithing - With this proficiency, a character can make and repair all kinds of mechanical locks. Thieves with this proficiency gain a +10% bonus to their lock-picking skill, because they are intimately familiar with the internal structure and workings of locks.
Merchant - allows merchant to buy in bulk at a 1-20% price discount & sell bulk goods at a +1-12% profit. {from Barbara Haddad} Pre: Bartering
Miller - grain treatment for preservation {from Barbara Haddad}
Mortician - corpse handling &treatment (for presentation value) plus corpse disposal techniques {from Barbara Haddad}
Pottery - A character with this proficiency can create any type of clay vessel or container commonly used in the campaign world. The character requires a wheel and a kiln, as well as a supply of clay and glaze. The character can generally create two small or medium-sized items or one large-sized item per day. The pieces of pottery must then be fired in the kiln for an additional day.
The raw materials involved cost 1 cp to make a small item, 5 cp to make a medium item, and 1 sp to make a large item.
Rope/Net Making - allows crafting of ropes & nets {from Barbara Haddad
Seamstress/Tailor - The character can sew and design clothing. He can also do all kinds of embroidery and ornamental work. Although no proficiency check is required, the character must have at least needle and thread to work. If the character has Fashion, s/he can create the equivalent of haute couture clothing.
Silversmithing - This proficiency provides the character with knowledge on the construction of silver items. These include chalices, pewter figurines, and other adornments. In addition, any type of silver etching in weapons or amour requires a silversmith. A proficiency check is only required when creating truly magnificent pieces or highly intricate detailing. {from Vince Carr}
Stonemasonry - A stonemason is able to build structures from stone so that they last many years. he can do simple stone carvings, such as lettering, columns, and flourishes. The stone can be mortared, carefully fitted without mortar, or loosely fitted and chinked with rocks and earth. A stonemason equipped with his tools can build a plain section of wall one foot thick, ten feet long, and five feet high in one day, provided the stone has already been cut. A stonemason can also supervise the work of unskilled laborers to quarry stone; one stonemason is needed for every five laborers.
Weaponsmithing -This highly specialized proficiency enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to create blades of strength and sharpness. A fully equipped smithy is necessary to use this proficiency.
The time and cost to make various types of weapons are listed below.
Construction Material
Weapon Time Cost
Arrowhead 10 / day 1 cp
Battle Axe 10 days 10 sp
Hand Axe 5 days 5 sp
Dagger 5 days 2 sp
Heavy Crossbow 20 days 10 sp
Light Crossbow 15 days 5 sp
Fork, Trident 20 days 10 sp
Spear, Lance 4 days 4 sp
Short Sword 20 days 5 sp
Long Sword 30 days 10 sp
2-Handed Sword 45 days 2 gp
For every extra proficiency slot taken above the first, the time to make each weapon decreases by 20% to a minimum time of 40% of that stated above. Preq: Weaponsmithing, crude
Weaponsmithing, Crude This NWP allows the making of simple weapons out of natural materials. This skill is most often found in those from a primitive, tribal, or savage background. The crude weapons are limited to natural materials; stone, wood, bone, sinew, reed, and the like. Crude weapons take a certain amount of time to make. The DM may add additional primitive weapons to the basic list (see below). The chance for success is based on the PC’s Wisdom with a -3 penalty. Any PC with the hunting NWP has a +3 bonus. The fashioner must be proficient with the use of the weapon. If successful, the weapon can be used normally. If failed, the weapon is so badly flawed as to be useless. On a roll of 20 (or 5 above the number required to make the item), the weapon seems sound, but will break upon first use. On a roll of 1, the weapon has no chance of breaking except against a harder material. Optional - crude weapons check for breaking upon inflicting damage; roll 1d6, on a 1-2 the weapon breaks, stone weapons break on a roll of 1
Weapon Time
arrows 7/day
dart 3/day
axe, battle 4 days
javelin 1 day
axe, hand 1 day
knife 2 days
axe, throwing 6 days
quarterstaff 1 day
bow, long * 15 days
spear 2 days
bow, short 12 days
staff sling 3 days
dagger 2 days
warhammer 5 days
* - seasoning the wood takes 1 year {from PHBR11, ranger's handbook}
Weaving – A character with weaving proficiency is able to create garments, tapestries, and draperies from wool or cotton. The character requires a spinning apparatus and a loom. A weaver can create two square yards of material per day.
Wine Making -This proficiency gives the character knowledge of how to make wine and other light alcoholic beverages. The knowledge known includes how to pick the best soil for grapes, picking the grapes, processing, bottling, and storage. On a roll of 2 or less, the vintage will be exceptional.
Agriculture – The character has a knowledge of the basics of farming. This includes planting, harvesting, storing crops, tend animals, butchering, and other typical farming chores. Preq: Farming
Whitesmithing
This skill entails the ability to forge items of any of the white metals (including gold, silver, tin, lead, copper and brass). In general, various sorts of repairs can be done cold, without the aid of a large forge or extensive equipment. A whitesmith's forge does not need to be as hot as one for steel, but is still expensive and non-portable. Whitesmithing is generally fine work, such as jewellery and trinkets. Gems may be inlaid in a piece; however, unless the whitesmith also has the gem cutting proficiency, gems may not be shaped and carved.
Woodworking
As opposed to the carpentry proficiency, woodworking is a skill which enables the character to do fine detail work with wood. This includes not only detailing cabinets, furniture and other large items made by the carpenter, but also small whittled figurines and wooden sculptures. It excludes musical instruments, which require the craft instrument proficiency. Pre: Carpentry
Scientific skills
Astronomy
- 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. Preq: Literacy and Basic math
Anatomy Understanding of human anatomy and physiology.
Botany - 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. {from dragon #169} Preq: Literacy
Medicine This proficiency should be restricted to campaigns with a Renaissance level of medical technology. Whereas healing involves the use of herbs and poultices along with first aid technology, and anatomy involves knowledge of the human body, normally after death, and diagnostics involves analyzing the symptoms of disease, the medicine proficiency is all of these to a certain extent. Such a character will have knowledge of most herbal cures and similar medicines, supplemented possibly with chemical knowledge. Diseases may be analysed according to their symptoms. Surgery may be attempted, but is unlikely to be successful (-4 check) unless the anatomy skill is also possessed.
Chemistry - 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.. Requires the use of a chemist’s lab equal to half the price of an alchemist’s lab. Preq: Literacy
Diagnostics - 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:-
Engineering - 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. Preq Draughtsmanship
Geography - A character with the geography proficiency must choose a specific area of the world no larger than a large country to be familiar with. Additional slots may be spent to learn about other areas. The character has knowledge of all naturally occurring geographical features, including prominent mountains, rivers, deserts, forests, etc. This knowledge extends to the local level, enabling the character to recall details about small streams and deep caverns. No proficiency check is required to recall prominent knowledge. However, if details of small or obscure regions are to be recalled, a proficiency check is required. Recent natural formations would also require a proficiency check, unless the character has personally visited them. A character travelling within the area he is knowledgeable in has his chances of becoming lost reduced by half. Proficiency checks with penalties also enable the character to recall information in the immediate area surrounding his specific area of knowledge.
Geology - A PC with this proficiency is able to identify different types of rocks and minerals, including metal and gems. Though he cannot accurately appraise the value of such items, he can differentiate between ornamental, semiprecious, and precious stones, and can make an educated guess at the purity of any vein of precious metal. He is also familiar with underground formations and functions of the natural world related to this science, such as earthquakes, volcanic activity, and the processes involved with the creation of the various rocks and minerals. This skill adds a +2 bonus to all mining skill checks. {from dragon #169}
Healing - A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points that were lost in the previous round. Only one healing attempt can be made on a character per day. If a wounded character remains under the care of someone with healing proficiency, that character can recover lost hit points at the rate of 1 per day even when travelling or engaging in non-strenuous activity. If the wounded character gets complete rest, he can recover 2 hit points per day while under such care. Only characters with both healing and herbalism proficiencies can help others recover at the rate of 3 hit points per day of rest. This care does not require a proficiency check, only the regular attention of the proficient character. Up to six patients can be cared for at any time. A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay save to the last round of healing). No proficiency check is required, but the poisoned character must be tended to immediately and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means. Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched. If the character also has the poison proficiency, a +2 bonus is added to this attempt.
A character with healing proficiency can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful proficiency check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain an additional +2 bonus to this check. A proficient character can also attempt to deal with magical diseases, whether caused by spells or creature. In this case, a successful proficiency check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means Preq: anatomy
Herbalism - Those with herbalist knowledge can identify plants and fungus and prepare non-magical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. The DM must decide the exact strength of such poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains bonuses when using his healing talent. In addition, a +1 bonus is gained when using the botany proficiency as well, if both are possessed.
To be able to cure poison and diseases, the PC must collect various herbs while travelling and make them into small salves. This is due to the fact that most poisons are fast acting, and the PC wouldn’t be able to make up a salve and find the components in say 1 to 4 rounds. The weight of all these herbs and salves is 5 pounds. To cure the poison or disease, the PC must make a number of NWP rolls. These are;
On any given day in the wilderness, the PC may also be able to find some particularly helpful herbs in use against injury gained by an individual. These herbs can only be used within 7 days of them being found to be of any use (unless the PC also has the pharmacy NWP, in which case he may preserve these herbs for a maximum of 1 month, before they lose their effect). The chance to find these herbs is equal to ¼ their normal NWP check if the character is ‘just looking out for them while travelling’, and half-normal NWP check if actively searching (half-normal movement rate for that day). The number of herbs that will be found, is equal to the number of successful NWP checks rolled consecutively. So if the first roll for the day fails, then none will be found that day (although the PC still searches, and movement will be ½ normal for the rest of the day if actively searching). The list of herbs are as followed:
OTHER HERBS
Type Properties Game Effect Cost/Dose
Abaas Healing 1-2 hp 1 gp
Adder’s tongue Healing 1-4 hp 10 gp
Agrimony Cures blood diseases 15% chance 3 sp
Alkanet Poison antidote +1 save in 1 Rnd 5 sp
All-Heal Increases healing draughts +25% effective 10 gp
Amaranth Stops hemorrhaging clots bleeding 5 sp
Anemone Cures eye disorder 20% cure eye dis. 3 sp
Angelica Cures lung disorders 3 sp
Asarabaca Cures violent tendencies mild opiate 5 sp
Asparagus Cures paralysis +1 save 1 round 1 sp
Awn Anti-inflammatory (joints) no joint pains 3 cp
Balm Antidote for depression 1 sp
Baranie Reduces Nausea cure seasickness 1 sp
Barberry Cures BURNS heal double rate 2 sp
Basil Draws poison -25% poison. Damage 2 sp
Belladonna Cure Lycanthrpy(poison) 20%cure (1%death/dose) 5gp
Bindwood Eases pain 1 sp
Bishop’s weed Cures apathy increased energy 5 sp
Bittersweet Removes minor curses 25% remove cur. 25 gp
Borate Removes fear 20% 1 round 5 gp
Bryony Healing 1-2 hp 5 sp
Calamint Cures mental disorders 10% cure insane. 10 gp
Caranan Healing/pain reliever 1-4 hp 3 gp
Type Properties Game Effect Cost/Dose
Carefree Mustard Heals Concussions -25% conc. Effect 10 gp
Carneyar Coagulator Stops bleeding Immediate 15 gp
Coriander Cures disease +5%/ day of use 4 sp
Daffodil Healing 1 hp 3 sp
Doilan buds Nourishment 5 buds = 1 meal 6 gp
Elendil’s Basket Purify H2O, slow poison Purify 1pt, + 6 hr survive poison 8 gp
Eyebright Cures blindness 10% cure blind. 2 sp
Fiis flower Healing 1-6 hp 13 gp
Flax-Weed Cures skin irritations prevents itching 1 sp
Fumitory Cures melancholia focus mind 5 sp
Germander Relieves pain 5 sp
Gladwyn Cures paralysis gives extra save 4 gp
Grarig Potent Healing Herb 2-20 hp 60 gp
Groundsel(mtn) Relieves pain 1 gp
Garlic Antiseptic, insect repelnt (+ attract monsters) 6 cp
Harlindar Assures safe childbirth 5 sp
Hellebore Cures love sickness new save vs charm 2 sp
Himrose Relieves inflammation 6 sp
Hyssop Anti-parasitic parasites away 5 gp
Klandum Removes Paralysis Get extra save 20 gp
Klynyk Depillitory Removes hair 5 sp
Lavender Restores speech sooths sore voice 1 gp
Maiana Decongestant 2 cp
Maragath Anaesthetic (local), Numb 1 area for 1-4 hrs 3 sp
Moonwort Heals X2 healing (1d6 days) 1 gp
Nelthadon Induces Vomiting save vs ingested 1 sp
Peony Cures insanity 15% cure(5%/day addict) 12 gp
Periwinkle Promotes happiness 3 sp
Plantain Relieves skin irritations eases itching 1 sp
Rampion Relieves fever 2 sp
Red Willow Breaks Fever Break Fever 1 day 5 sp
Rose Cures eye disorders 1% cure Blindness 1 sp
Rosemary Promotes healing 1-3 hp 3 sp
Rumareth Coagulant/sedative stop bleeding 7 sp
Sage Restores memory +2 int check 2 sp
Self-Heal Promotes healing 1-6 hp 15 gp
Sindoluin Anti-coagulant Bleed +1hp/min 10 gp
Shepherd’s Purse Heals burns heal 1-4 hp burns 3 sp
St. John’s Moss Heals burns heal 1-3hp 12 sp
Tamarisk Poison antidote extra sav (w/in 5 rnds) 10 gp
Tharm Protection vs Sun prevent blister 2 sp
Thistle Poison antidote +2 save (2 rnds) 4 gp
Thyme Anti-parasitic +1 save vs infestation 3 sp
Trefoil Antidote insect bites reduce swelling/itch. 6 sp
Whortle Relieves fever 3 sp
Wormwood Anti-parasitic gives 2 sav Vs parast 7 sp
Yarrow Mild sedative sav poison @ +3 or sleep 2 gp
Preq: Botany and Anatomy
Mathematics - The ability to handle Euclidean geometry and very basic algebra. If it is possible to take this proficiency multiple times in a given campaign, later picks will grant basic logic, solid geometry, and basic trigonometry. {from Net Wizard Handbook} Preq: Basic math
Pharmacy - This skill allows a PC to preserve herbs and chemicals and prepare medicines from both natural and inorganic ingredients. On a successful pharmacy check, the pharmacist can create a medicine to cure certain ailments (the DM should assign a +3 to -10 modifier, depending on the severity and rarity of the disease) using herbs and chemicals. A failed check either does nothing or has non-lethal side effects (DM choice), but a check of 20 results in poisoning. Using this skill with both herbalism & healing, with cure an extra 1HP per application. This skill is needed to preserve all the healing herbs mentioned in Herbalism NWP for longer than 2 game weeks. {from dragon #200) Preq: Herbalism
Knowledge
Blazoning
- 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.Cartography - A PC with this NWP is skilled in making maps, making him essential to any group of adventurers exploring unknown territory. A cartographer is a keen eyed artist with a well developed sense of distance and depth, whose perception of the physical world is so exacting that with amazing accuracy he can copy onto a sheet of paper whatever he looks upon. He can also copy other maps professionally, and this makes him a valuable addition to the retinue of the aristocracy and other land holders. In mapmaking, time is important when considering the detail and accuracy of the resulting product. Outdoors, this is best left to the DM to decide in accordance to the type of terrain and the detail the players' desire. Underground in a dungeon setting, however, accuracy and detail are much more important; often the survival of an entire adventuring party will depend on a single map. Once again, the DM must decide how long it takes to map any particular area, but this should take a minimum of one round plus the time it will take the cartographer to pace out the area. Another round or two should be added for increased detail or specific notes. A cartographer need only make an ability check on three occasions; when he maps a VERY unusual area, when he attempts to copy another map, and when he attempts to read a map that he has not manufactured himself. If he fails in the first, it is assumed that he has made a blunder that has rendered the map useless. If a failure is indicated in the second, he cannot read the map because symbols have been used that he is not familiar with, or the map lacks a legend or a key. In a fantasy setting, map symbols are unlikely to be universally known.
A small travel kit consisting of a waterproof leather case (with stiff sides so that it may be used as a drawing surface), 2 bottles of ink, a half dozen quills and a like number of parchment sheets will cost the cartographer about 25gp. Additional colored inks and drawing instruments should be available in most cities. It is not necessary for the reading/writing NWP to have been taken prior to selecting this skill. However if the mapmaker cannot read or write the languages he knows, his maps, while accurate, will have keys understood by him only. This skill grants a +2 bonus on all navigation and orientation skill checks. {from dragon #169} Preq: Literacy and Draughtsmanship
Cryptography – 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 encrypter and decrypter 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 encrypter must merely decide to. t 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} Preq: Literacy and Basic math
Differencing - 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. Preq: Blazoning
Draftsmanship, Heraldry – 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.
Draughtsmanship- This is the ability to draw architectural plans or maps with precision.
Monstrous Lore A character with this proficiency has a general knowledge of bestiaries and of various sorts of supernatural creatures existing on the Prime Material plane. It does not include extra-planar creatures (see Netherworld Knowledge) or mundane creatures (see Animal Lore). If the check is successful, the character will remember one or two important facts about the creature. Apply a -4 modifier if a specimen is not at hand. If a natural 1 is rolled, give the player the appropriate description in the Monstrous Compendium to examine. A natural 20 should result in misleading information being revealed.
Field Of Study This covers everything else in a sage’s field of study not already covered under existing proficiencies. The more detailed a category, the more detailed and expensive the information obtained. Typical major fields of study are: art, folklore, cryptography, languages (doubles number of languages spoken by wizard), folklore, genealogy, geography, geology, mathematics, mathemagics, philosophy, and sociology. A failed skill role means no information (failed by 4 or less) or misinformation (more than 4).
Heraldic Law - A character uses this proficiency to understand the nuances of custom and law that govern heraldry. Heraldic law not only controls heraldry but also regulates jousts and lethal duels. Whenever a character requests a special favor from the college of heralds or is summoned before a court of chivalry, the heraldic law skill becomes vital. Characters who do not have it may hire NPC lawyers to argue for them. Pre: Heraldry
Heraldry - The knowledge of heraldry enables the character to identify the different crests and symbols that denote different persons and groups. Heraldry comes in many forms and is used for many different purposes. It can be used to identify noblemen, families, guilds, sects, legions, political factions, and castes. The symbols may appear on flags, shields, helmets, badges, embroidery, standards, clothing coins, and more. The symbols used may include geometric patterns, calligraphy lines of script, fantastic beasts, religious symbols and magical seals. Heraldry can vary from the highly formalized rules and regulations of late medieval Europe to the knowledge of different shield patterns and shapes used by African tribesman.
The character automatically knows the different heraldic symbols of his homeland and whom they are associated with. In addition, if the character makes a successful proficiency check, he can correctly identify the signs and symbols of other lands, provided he has at least a passing knowledge of the inhabitants of that land. His heraldry skill is of little use upon first entering a foreign land. Preq: Literacy
History, Family - This proficiency allows a character to understand the genealogy and great deeds of a certain noble family. A separate proficiency slot must be used for each family studied, although this skill applies even to very distant relatives of the same house. History can be used as a minor, non-magical form of legend lore, which is useful only for researching ancestors of the appropriate family. The character must make a successful roll to learn accurate information, modified by +1 for every 100 years old or 100 miles distant the subject of research is. Preq Literacy
Languages, Ancient - The character has mastered a difficult and obscure tongue, now primarily found in the writings of pedantic sages and sorcerers. The main use of the language is to read tomes of ancient secrets written by long-dead mystics. This proficiency enables the character to both read and write or speak the language. Preq Literacy
Languages, Modern - The character has learned to speak a language of the known world. To do so, there must be a teacher available. This could be another player character, an NPC hireling, or simply a local townsman. Preq Literacy
Law -The character is knowledgeable in aspects of the legal codes in a specific region or city. This skill allows the user to deduce whether a crime has been committed given some evidence, to represent himself or someone else in a court of law, and to realize the legal implications of an action. The law does not always favor the innocent, therefore good lawyers are always in demand in large cities. {from Vince Carr} Preq Literacy
Local History - The character is a storehouse of facts about the history of a region the size of a large county or a small province. The DM will provide information about local sites and events as the character needs to know them. Furthermore, the character can try to retell these events as entertaining stories. Once the subject is chosen, he can either make a proficiency check and, if successful, add that tale to his repertoire, or actually tell the story to other characters. If the character succeeds in entertaining them, the player need not make a proficiency roll for the character. The character can tell these stories to entertain others, granting him a +2 bonus to his Charisma for the encounter. But telling stories to hostile beings is probably not going to be any good.
Monster Trivia - A PC with this skill has picked up some knowledge of various monsters from friends or family who were former adventurers. If the DM questions whether the PC would actually know of a certain monsters ability that the actual player is aware of, the DM can call for a roll against this skill. Success indicates that the PC may act upon the player's knowledge. Under no circumstances, may a player reference a rulebook detailing a monster's powers. It means that a player may run his character as though the latter possessed the formers knowledge of the creature in question. If the roll is made but the player doesn’t know what the creature is or does, tough, you are not to tell the player any information at all, its only what they know already. {from dragon #156}
Orienteering -A PC with this NWP is capable of reading and following any normal map he comes across. He can even follow, in general terms, maps labeled in unfamiliar languages as long as he makes a successful NWP check. Furthermore, if the sky is clear, the PC can determine direction, night or day, by using the stars and daytime shadows as guides. The latter method requires one turn to make the proper measurements and calculations. A PC with this skill and an appropriate map gains a +1 bonus to any survival skill roll. He also gains a +1 bonus to any navigation skill roll he makes if he has the right map for the area. {from dragon #169} Pre: Literacy and Cartography
Literacy -The character can read and write a modern language he can speak, provided there is someone available to teach the character. This proficiency does not enable the character to learn ancient languages.
Revelations - Coats of arms reveal a myriad of details about their owners, and this skill lets a character learn them. A character who makes a successful revelations check can learn about any of the following features of an arms-bearer: alliances, marriages, conditions of birth (rank of family and order of birth), disgraces, magnitude of political authority (offices held, size of land, etc.), and triumphs. This includes any major exploits of the armsbearer or his ancestors. For game purposes, it lets heralds roughly determine a character’s experience level. Preq Heraldry
Scribing - A character with this proficiency is skilled at making exact copies of any written material. The character could earn a modest living copying rare tomes, letters, or even arcane runes for the wealthy. To be successful, the character must have an original in front of him during the entire process. A proficiency check is made, and if successful, the copy is a perfect copy of the first, without loss of any words or meaning. The new copy is obviously in a different hand than the original (this is not a substitute for forgery). The character need not understand the language of the original, as long as the letters are easily readable. Characters must take the reading/writing proficiency prior to this one, although the specific language is not important. A typical scribing kit, complete with carrying case, magnifying lens, 2 bottles of ink, a dozen pages of parchment, and a like number of quills costs around 50 sp. Special inks and quills are available in large cities. A character with the forgery proficiency adds a +5% bonus if the scribing proficiency is also known. {from Vince Carr} Preq Literacy
Teaching - lessens weeks of training necessary for others to learn skills you teach. Time is reduced by Wisdom score in weeks {from Barbara Haddad}
rogue skills
Begging
- 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 their characters are.
Bribery-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 Un-loyal -2 1d10 sp 0
Average -2 Average 0 1d10 gp +2
High -4 Loyal -4 1d10x10 gp +4
Very High -6 Very Loyal. -6 1d10x100 gp +6
Note that the size of the bribe is multiplied by the bribees level (0 level characters count as level 1), and the bribee’s Wisdom mind attack adjustment is counted as a penalty to the roll. If the roll is successful, then the bribe is accepted, with commensurate consequences. {from Vince Carr}
Concealment - 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
Disguise -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.
Escapology - This is the ability to escape shackles, ropes and even straightjackets by body contortions and limb manipulation. Tight ropes impose a -1 penalty, locked metal cuffs impose a -3 penalty and straightjackets impose a -5 penalty. For multiple bonds, these values are cumulative. {from Vince Carr Pre: Rope use
Evasion - This proficiency allows the thief to lose someone who is following him/her or keep a particular person from finding him or her in a public place. {from Willie Baer}
Fast Talking - This is the art of distraction and conning NPCs. If a successful proficiency check is made, the fast-talker weaves a successful scam. Modifiers are based upon the intelligence and Wisdom of the NPC target, as shown below. DM’s may also offer modifiers based upon plausibility, what the character is attempting, as well as racial preferences of the target. Modifiers are cumulative. Targets of intelligence of 3 or less are so dim that attempts to fast-talk them fail automatically, because they cannot follow what is being said. Targets with intelligence of 20 or more, or Wisdom of 19 or greater are immune to fast-talking.
Targets Int. Mod Targets Wis Mod.
4 - 5 -3 3 -5
6 - 8 -1 4 - 5 -3
9 - 12 0 6 - 8 -1
13 - 15 +1 9 - 12 0
16 - 17 +2 13 - 15 +1
18 +3 16 - 17 +3
19 +5 18 +5
Forgery - This proficiency enables the character to create duplicates of documents and handwriting and to detect such forgeries created by others. To forge a document where the handwriting is not specific to a person, the character needs only to have seen a similar document before. To forge a name, an autograph of that person is needed, and in addition, a proficiency check with a -1 penalty must be successfully rolled. To forge a longer document written in the hand of some particular person, a large sample of his handwriting is needed, with a -3 penalty to the check. The DM rolls the proficiency check in secret. If the check succeeds, the work will pass examination by all except those intimately familiar with that handwriting or by those with the forgery proficiency who examine the document carefully. If the check is failed, the forgery is detectable to anyone familiar with this type of document or handwriting—if he examines the document closely. If the die roll is 20, the forgery is immediately detectable to anyone who normally handles such documents without close examination. The forger will not realize this until too late. Furthermore, those with forgery proficiency may examine a document to learn if it is a forgery. On a successful proficiency roll, the authenticity of any document can be ascertained. If the die roll is failed, the answer is unknown. If a 20 is rolled, the character reaches the incorrect conclusion. Preq Literacy
Lock Picking This proficiency allows the character a chance at picking padlocks, combination locks, and puzzle locks. Picking a padlock requires tools. Using typical thief type tools gives the normal chances for success, while using improvised tools gives a penalty on the chance for success. The amount of time required to pick a lock is 2d12 rounds. A character can try to pick a lock only once per experience level, or until his chance increases for some reason. If the attempt fails, the lock is simply too difficult for the character until learns more about picking locks. Preq Locksmithing
Looting - This proficiency represents a knack for grabbing the best loot in the shortest amount of time. A successful NWP check allows a character to recognize and grab the most valuable combination of items that is feasible, given the situational limits of time and space. Preq Appraising
Pick Pockets - This proficiency allows the character to filch small items from other people’s pockets, sleeves, girdles, packs, etc. Palming and some sleight of hand are possible with this proficiency as well. A failed attempt means the character did not get an item, but it does not mean that his attempt was detected. To determine whether the victim noticed the attempt, subtract three times the victim’s level from 100. If the character’s roll was equal to or greater than this number, the attempt is detected.
Poisons - This proficiency gives the character knowledge of manufactured poisons of all types. With this ability, the character is able to manufacture poisons of all kinds, given the time and materials needed. The types of poisons decide any penalties to the chance of success, from -1 to -12 for rare immediate death poisons. In addition, the character can also make the antidote for any poison he has manufactured himself with an additional normal proficiency check. The character may also identify poisons he did not create. This requires a proficiency check and close examination of the poison or object thought to be poisoned. At times, the character must sample the poison (putting himself at risk) to determine it’s effects. However, any saving throws are made with a +4 bonus when a successful proficiency check is made. Once a poison has been identified, and it’s effects known, an antidote may be created. This always requires the character to sample the poison. A proficiency check at half the normal chance for success is made, assuming the poison is available. If successful, the character is able to concoct the appropriate antidote, assuming the materials are nearby. If a creature has already been poisoned, or the poison is not available for sampling, then the character has only a 1 in20 chance of concocting an antidote. The rolls for antidote concoction are made secretly by the DM. If the roll fails, the character knows he is unable to concoct an antidote. However, if the roll is 20, an antidote is made, but is ineffective, wasting the character and perhaps the victim’s time.
This skill also allows a PC to remove the poisonous glands from an animal/arachnid/monster that uses poison. He must make a successful NWP check at -2 to succeed (Note that this roll is vs. dexterity, not intelligence). If he fails his roll by more than 2, or rolls a 20, the PC has managed to poison himself with all the consequences. Wearing special gloves (cost = 10gp), the PC must fail the NWP roll by 6 or more to get poisoned. {from Vince Carr} Preq Herbalism
Sleight Of Hand - A rogue with this NWP is highly trained with legerdemain. They can, with a flick of the wrist, cause coins and other small objects to vanish up their sleeve, and they can perform many other hand-is-quicker-than-the-eye tricks. This manifests itself as a +30% bonus to the thieves pick pocket chances, rolled whenever this skill is used (for performing sleight of hand tricks only, not picking pockets). Characters without thief abilities who take this ability gain a sleight of hand skill (similar to thief skills) at a base chance of success of 40% (modified as thief for Dex, armor, race). Easy tricks may be granted a bonus of up to +50%. {from dragon #200}
Spying - Ability to infiltrate organizations & locate information {from Barbara Haddad}
Stealth - This talent is like the thief’s silent-movement ability, with a successful NWP check meaning that any person or monster who would normally hear the character will now have a ½ normal perception check to detect the character, instead of normal perception chance. Wearing armor results in the same penalties as for thieves, as expressed on a d20. {from dragon #153}
Street Sense - A rogue with this proficiency is adept at making a good impression on underworld contacts in the less savory neighborhoods of towns and cities, allowing him to better use the information gathering NWP. Those who the rogue contacts are not necessarily moved to trust the rogue using this skill, but they may decide the rogue is worth talking to because he is entertaining or a person of importance. A street sense skill check can be attempted once whenever the rogue is talking to a contact. Success indicates that the contact becomes favorably inclined toward the rogue and will reveal additional information to him, possibly unrelated to the rogue's inquiries, at the DM’s discretion. Success also indicates that the contact will act positively towards the rogue in future situations, unless circumstances dictate otherwise. Possession of this skill also gives a +2 bonus to any information gathering NWP check. {from dragon #169}
Torture - ability to extract information from the unwilling. Note that this may leave some form of permanent damage to the recipient. 2 NWP checks must be made. The first to determine if any information can be gained, and the second to see if any permanent damage has befallen the recipient (a failed nwp check means permanent damage). {from Barbara Haddad} Preq Anatomy
Voice Mimicry - Voice mimicry is the art of convincingly imitating the voices or other people. It is a very demanding skill, requiring intense training and practice. A character with voice mimicry can imitate any accent he has heard. Success is automatic unless confronted by those who speak the mimicked accent (which then requires a check with a +2 modifier). It is more difficult to imitate a specific person's voice. Characters can only attempt to imitate voices they have heard. A proficiency check is made only to determine if the imitation is detected. Success is certain if the listener is a stranger to the mimicked character. There is a -1 penalty for trying to fool an acquaintance, -2 for fooling a friend, -5for a close friend, and -7 for extremely close friends or relatives.
Commerce 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}
Water skills
Boating
- 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.Boatwright the boatwright proficiency allows a character to construct all kinds of watercraft up to a maximum length of 60 feet. The time required to build a boat depends on size. As a general rule, a boat requires one week of construction time per foot of length. Two characters with the boatwright proficiency cut this time by half; three reduce it to one third. A maximum of one boatwright per five feet of length can work on the same vessel. The basic boat includes hull, masts (if applicable), deck and benches are required. Features such as sealed hold or cabin add about a week apiece to complete. Characters without the boatwright proficiency can aid the boatwright in construction, but two such characters equal the time savings that one additional boatwright could provide. Preq Boating
Diving 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) dove 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 outward five feet plus an additional one-third the distance that he travels downward. {from Vince Carr} Preq Swimming
Navigation - The character has learned the arts of navigating by the stars, studying currents, reefs, and hidden danger. This is not particularly useful on land. At sea, a successful proficiency check by the navigator reduces the chance of getting lost by 20%. Preq Astronomy
Sail Manipulation - This proficiency allows a sail master (officer) to control the use of sails with such skill that the ship gains a one step bonus to its Maneuverability Class for one turn. The ship’s MC cannot go above A. If more than one character succeeds in using the sail manipulation proficiency in one round, the ship’s Maneuverability Class is reduced by one step, to a minimum of MC F. The person controlling the sail can not do any other task otherwise the benefit is immediately lost. A PC must have some other boatcraft proficiency before this NWP can be chosen. {from Vince Carr} Preq Seamanship
Seamanship - The character is familiar with boats and ships. he is qualified to work as a crewman, although he cannot actually navigate. Crews of trained seamen are necessary to manage any ship, and they improve the movement rates of inland boats by 50%.
Semaphore - This proficiency allows the character to use semaphore flags to signal other ships. Organized war fleets use these flags as a standard communication tool. Most fleets have at least two persons on each ship that can use the semaphore flags. No proficiency check is required under normal circumstances. In times of combat, however, a proficiency check is required for receiving a signal. Failure means the signal was unclear. In this case, the sending character can start over the next round. When one semaphore proficiency is owned, the character can send ten words in a round, and can receive ten words the next round. For every additional proficiency, increase the number of words that can be sent or received by five. The characters should be careful that the messages they send are at the speed that the receiver can understand, and vice versa. Fast senders and receivers are often used to code the transmissions. {from Vince Carr}
Shipwright - The character is knowledgeable regarding techniques for ship construction and repair. He can design and build ships of all types over 50’ in length, with a proficiency check only being required for an unusual feature. The character can perform routine maintenance on sailing vessels or galleys, including repairing sails and caulking the hull, without a proficiency check. Vessels of any size require large crews of shipwrights and other laborers to build or repair. The time required to build a ship depends on size. As a general guide, a ship requires one week of construction time per foot of length. For every character with the shipwright proficiency reduce this time by 20% (to a maximum of 60%). A maximum of one shipwright per five feet of length can work on the same vessel.
The basic boat includes hull, masts, deck, and benches as required. Features such as a cabin or a sealed hold add about a week apiece to complete. Characters without the shipwright proficiency can aid the shipwright in construction, but three such characters equal the timesavings that one additional skilled boatwright could provide.
Swimming - A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section. Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water.
Court skills
Bureaucracy
-The use and abuse of bureaucratic systems. 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 character's 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}
Crowd Working - Characters with this proficiency are familiar with how to handle crowds. They are skilled at observing crowds and adjusting their behavior accordingly. This skill also can be used to adjust the encounter reaction of a crowd. A successful proficiency check will alter the crowd's reaction by two levels (or convince them to donate more money to entertainers, beggars etc., as they normally would, usually twice as much).
Debate 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}
Diplomacy - An individual who knows the art of diplomacy has a unique way with people that draws them to his person almost irresistibly. He has a flair for words, an extensive vocabulary, and is articulate and practiced in the arts of subtle and overt coercion. Any character with this ability that makes a successful check against his Charisma score, and has at least one round of uninterrupted conversation with any creature that can understand him, adds +5 to his reaction adjustment. For every additional round the character manages to speak, an additional +1 is added, to a maximum of +15 (including the original +5). Furthermore, the loyalty vase of any associates of the individual is adjusted by a +2 bonus for every slot devoted to this NWP. {from dragon #169}
Eavesdropping - 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}
Etiquette - 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.
Information Gathering - Through the use of this ability, a character can gain information about a specific person, place, or thing. In appropriate circumstances, a character will be aware of major rumors circulating around a town or area. With a successful check, information can be gleaned. The following modifiers are used:
Statecraft - This NWP includes the knowledge and understanding of politics within the state and the state dealings with other states. It also encompasses the diplomatic skills needed to analyze, guide and influence people and events to achieve government and personal ends. A PC with this NWP knows and understands the significance of current events and the major personalities that shape them. He is knowledgeable about the cultures and ambitions of foreign allies and enemies. He also understands the conflicts between prominent counts, churchmen, and royal officers, and he studies the will and whim of the king. {from Charlmagnes paladin sourcebook}
Survival skills
Fire Building
- A character with fire-building proficiency does not normally need a tinderbox to start a fire. Given some dry wood and small pieces of tinder, he can start a fire is 2d20 minutes. Flint and steel are not required. Wet wood, high winds, or other adverse conditions increase the time to 3d20, and a successful proficiency check must be rolled to start a fire.Find Water - This NWP takes one hour to use, during which time the character can only move at half the normal rate. It can only be used once per day, and if successful it allows the character to find enough water to sustain himself for one day [very useful in DS].{from Dark Sun}
Foraging - By using this NWP, a PC can search a wilderness area to locate a small amount of a desired material, such as a branch suitable for carving into a bow, enough kindling to start a fire, a medicinal Herb, or a component required for a spell. The PC must spend 2-8 hours searching, and the material must theoretically be available in the area being searched. The DM doesn’t confirm if the material sought is actually available until after the PC has searched for the designated period. If the DM decides the material isn’t in the area, no NWP check is necessary; he merely reveals that the search was in vain. If the Dm decided the material is indeed available, a successful NWP check means the PC has found what he’s been looking for.
As a rule of thumb, the PC locates no more than a handful of the desired material, though the DM may make exceptions (e.g., a field full of a particular Herb or plant, etc.). If the check fails, the material isn’t found. The PC may however search a different area, requiring another NWP check and another 2-8 hours. {from PHBR11, rangers handbook}
Hiding - Hiding is the ability to instinctively select the best hiding place under nearly any condition. PC’s who make successful checks can virtually disappear from view. Success is determined by modifiers based upon the intelligence (and perception) of the character being hidden from. This ability operates independently of any other natural or special hiding abilities the character may have.
Opponents Int Mod. Opponent Int Mod.
3 or less -5 16 - 17 +2
4 - 5 -3 18 +3
6 - 8 -1 19 +5
9 - 12 0 20+ +7
13 - 15 +1
Heat Protection
-Allows the use of clothing to optimize endurance against the heat of the sun. A successful check means that only half the usual amount of water is required that day. Also useful for combat in metal armor - it is possible to last longer under the heat of Athas’s sun. {from Dark SunMountaineering - A character with this proficiency can make difficult and dangerous climbs up steep slopes and cliffs with the aid of spikes, ropes, etc. If a character with mountaineering proficiency leads a party, placing the pitons and guiding the others all in the party can gain the benefit of his knowledge. A mountaineer can guide a party up a cliff face it could not otherwise climb. A character with this proficiency gains a 10% bonus per proficiency spent to his chance to climb any surface. Note that mountaineering is not the same as the thief’s climbing ability, since the latter does not require aids of any sort.
Navigation, Underground - A character with this proficiency can determine underground direction and the shortest route to the surface. By careful analysis or air and currents, a character can even determine whether there are any pockets of poisonous gas in the air. A successful NWP check is required to use this ability.
Survival - This proficiency must be applied to a specific environment. The character has basic survival knowledge for that terrain type. Additional proficiency slots can be used to add more types of terrain.
A character skilled in survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, a character with survival skill can instruct and aid others in the same situation. When using the proficiency to find food or water, the character must roll a proficiency check. If the check is failed, no more attempts can be made that day. The survival skill in no way releases the player character from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate, and water is discovered in minuscule amounts. it is still quite possible for a character with survival knowledge to die in the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom!
Torture Resistance - ability to resist torture by others. If a successful check is made, then no useful information is given and the character will be spared (i.e., has not given any real information, but the torturers still think that the PC is worth keeping alive and in good health). {from Barbara Haddad}
Tracking - Characters with tracking proficiency are able to follow the trail of creatures and characters across most types of terrain. Characters who are not rangers roll a proficiency check with a -6 penalty to their roll; rangers have no penalty to the chances. In addition, other modifiers are also applied to the attempt, according to the table below.
Terrain Modifications
Soft or muddy ground +4
Thick brush, vines, or reeds +3
Occasional signs of passage, dust +2
Normal ground, wood floor 0
Rocky ground or shallow water -10
Every two creatures in the group +1
Every 12 hours since trail was made -1
Every hour of rain, snow, or sleet -5
Poor lighting (moon or starlight) -6
Tracked party attempts to hide trail -5
The modifiers in the above table are cumulative—total the modifiers for all conditions that apply and combine that with the trackers base chance for success to get the modified chance to track.
For the tracking to succeed, the creature tracked must leave some type of trail. Thus it is virtually impossible to track flying or non-corporeal creatures. The DM may allow rare instances, but he should also assign substantial penalties to the attempt.
To track a creature, the character must first fine the trail. Indoors, the tracker must have seen the creature in the last 3 minutes and must begin tracking from the place last seen. Outdoors, the tracker must either have seen the creature, have eyewitness reports of its recent movement, or must have obvious evidence that the creature is in the area. If these conditions are met, a proficiency check is rolled. Success means a trail has been found. Failure means no trail is found. Another attempt cannot be made until the above conditions are met again under different circumstances.
Once the trail is found, additional proficiency checks are rolled for the following situations:
Once the tracker fails a proficiency check, another check can be rolled after spending at least one hour searching the area for new signs. If this check is failed, no further attempts can be made. If several trackers are following a trail, a +1 bonus is added to the chance of the most adept tracker. Once he loses the trail, it is lost to all.
If the modifiers lower the chance to track below 0, the trail is totally lost to that character and further tracking is impossible. Other characters may be able to continue tracking, but that character cannot.
A tracking character can also attempt to identify the type of creatures being followed and the approximate number by rolling a proficiency check. All the normal tracking modifiers apply. One identifying check can be rolled each time a check is rolled to follow the trail. A successful check identifies the creatures (if the character has knowledge of such creatures) and gives a round estimate of their numbers.
When following a trail, the character must slow down, the speed depending on the character’s modified chance to track as found from the above table.
Chance to Track Movement Rate
1-6 ¼ normal
7-14 ½ normal
15 or greater ¾ normal
These rates are determined each time the chance to track changes.
Trail Hiding - This proficiency allows the adventures to disguise their trail well enough so that tracking them becomes impossible (or at least much more difficult). Of course terrain and level of tracker should be considered. {from Willie Baer}
Trail Marking - By notching trees, scattering pebbles, piling stones, and clipping weeds, the PC can mark a trail through any wilderness area. Provided he moves at 2/3 his normal movement rate, he can mark a continuous trail for as long as he likes; however the longer the trail, the less likely he will be able to follow it back.
A successful NWP check enables a backtracking PC to follow his own trail for a distance equal to his level in miles. If he fails a check, he loses the trail. For example, assume a 3rd level PC marked a 12-mile trail, he would have to make a successful NWP check every 3 miles back along the trail or lose the trail. (If the PC has tracking, then he may then track his own prints back along the original trail).This NWP also allows a person to follow someone else’s trail. A marked trail lasts unless it is obscured by precipitation, a forest fire, or the passage of time (an undisturbed forest trail should last for weeks, while an arctic trial may last less than a day during periods of heavy precipitation; the DM decides). A ranger or similar character may still attempt to follow an obscured trail using the tracking rules {from PHBR11, ranger's handbook}
Trail Signs - A PC with this NWP can read symbolic messages indicated by an arrangement of stones or other physical objects. The PC must designate the method of leaving messages preferred by his family, tribe, or culture. Typical methods include piling rocks, stacking branches, or building snow sculptures. When the PC encounters such a message, he understands the meaning if he makes a successful NWP check (e.g., ‘a dragon dwells in these woods’ or ‘eat the green berries for restored health’). The message is meaningless to PC’s without the trail signs NWP. A PC who attempts to read another trail sign other than the one he is proficient in, can try to interpret the sign at half-normal chances or success. This NWP can also be used to identify the cultural group or tribe that has left a specific trail sign. {from PHBR11, rangers handbook}
Trailing - Trailing resembles tracking, except trailing is following a person who can be seen and followed, and is typically used in urban centers and the like. It is the talent of tailing someone - of keeping a certain distance or even catching up to them, though they may be attempting to blend into a crowd, or at least get lost in the confusion of a street full or people. A NWP check is first made to see of the thief is able to trail without being noticed. If the person being trailed has the alertness or observation proficiency, then the thief has a -5 penalty. If the thief is spotted, then the person being trailed may attempt to evade, and the thief must make another NWP check to stay on their trail. Modifiers for NWP check are; -3 to +3 for familiarity with the neighborhood (-3 for new in city, to +3 for thief’s home neighborhood), -2 or -1 on an attempt to remain unnoticed, +1 or +2 if he has been seen and is chasing after the subject. The opposite could be used for large crowds or trailing at night. A -3 applies if the person be trailed himself has the trailing proficiency (and, presumably knows the tricks of the trade and how to offset these). {from dragon #153}
Trap Detection - The character is trained to find small traps and alarms. These include poisoned needles, spring blades, deadly gases, and warning bells. This skill is not effective for finding deadfall ceilings, crushing walls, or other large mechanical traps. The character must be able to touch and inspect the trapped object, and the DM usually rolls the dice secretly to determine success. A character can check an item for traps once per experience level, or when his chance increases. Searching for a trap takes 2d12 rounds, and the character knows the general principle of the trap but not it’s exact nature.
In addition, the character may attempt to disarm the trap, which also requires 2d12 rounds. If the proficiency check is a success, the character has disarmed the trap. Failure indicates that the trap is beyond the character’s knowledge, and he must wait until next level, or until his chance increases. A roll of 19 or above indicates that the trap is sprung, most likely affecting the character.
This proficiency is less effective when dealing with magical or invisible traps. Characters are able to attempt these traps, but at one-third their normal chance.
Camouflage - 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
Climbing - 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.
Fire Control - Characters with this proficiency can fight fires more efficiently than others. Whenever a fire is being fought on a ship, the character that makes a successful proficiency check is able to cut the size of the fire by two points. If the save fails, the character lessens the fire’s size by only one point. Also, if properly prepared (i.e., spends 2 rounds wetting oneself with water, putting clothing on all exposed body parts etc.), on a successful NWP check, a PC with this skill subjected to burning (magical or non magical), can subtract 2 points from each die of damage to a minimum of one point per die. This skill also allows a PC to put out fires on people (including himself) if they get hit by a greek fire etc., so they only take one rounds worth of damage, on a successful NWP check, no other action can be taken in the round.{from Vince Carr}
Fungi Recognition - When on extended periods underground, it is useful to be able to tell the difference between edible and poisonous fungi (or which 50% of underground fungus is poisonous). It is impossible to harvest edible fungi without this NWP. If the PC has plenty of light and an opportunity to study the fungus in question closely and uninterrupted for 10 minutes, no NWP check is required. If he is unable to see the fungus properly, often the case when using infravision, or has to make a hasty decision about edibility, a NWP check must be made. {from PHBR6, dwarves handbook
Mind Over Matter - Characters with this proficiency are able to cause their minds to reduce pain induced upon their bodies. For instance, a character using this proficiency would be able to walk across a path of hot coals, lie upon a bed of nails, or have stone blocks broken across his chest. Preparation to use this proficiency is equal to 1 turn. After this, the character may undertake actions, which would normally cause great pain or damage for up to two rounds per point of Wisdom that he possesses. During this time any pain caused by situations similar to the above mentioned ones is negated, and any damage is reduced to 2 points per die, or 20% of the total damage, whichever is less. This does not count against melee damage or damage caused by spells or the like. However, the character could stick his hand into a roaring campfire and retrieve a necklace with only very minor burns. When time has expired, the character will feel a slight numbing in any areas, which were injured. This disappears within minutes, however. {from Vince Carr}
Set Snares - The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem does not need to be known. The character can also attempt to set traps and snares for larger creatures. A proficiency check must be rolled, this time with a -4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered.
Thief characters (and only thieves) with this proficiency can also attempt to rig mantraps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a mantrap.
Setting a small snare or trap takes one hour or work. Setting a larger trap requires two to three people (only one need have the proficiency) and 2d4 hours of work. Setting a mantrap requires one or more people (depending on its nature) and 1d8 hours of work. To prepare any trap, the character must have appropriate materials on hand. Characters with animal lore proficiency gain a +2 bonus to their chance of success when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when tempting to trap monsters or intelligent beings.
Skiing - A character proficient in skiing is able to move over snowy ground much faster than a non-proficient. character. It is rather difficult to learn unless you’re grown up with it, suggested training time is 8-10 months. Depending on the conditions, movement is at least 1.5 times that of walking, often more. During cold weather (-8 Centigrade or below) movement may be something like 15 (for characters with base 12), walking under these conditions is suggested to 6. Wet snow will lower this rate as far down as 6 (walking here will be about 2). This is cross-country skiing. The ability check for this version is Constitution +2.
Depending on how advanced the ski is, the DM may allow telemark/slalom skiing (the equipment for this wasn’t developed until the 19th century), the ability check for telemarking is Dexterity -2. Movement down a hill or slope may be very high (but you better be VERY good...), a character proficient will have no problems outrunning most animals/monsters that doesn’t fly assuming the slope is relatively free of trees. {from Adne Brunborg}
Slow Respiration - A character with this proficiency has the ability to enter a deep trance and reduce the amount of air he needs to stay alive. To induce the trance, he must be in a resting position, either resting, or lying down. After concentrating for one turn, pulse and breathing drop well below normal(on a successful NWP check, if this fails, the character cannot slow his breathing), so that breathing requires only 10% of the rate when resting. The character emerges from his trance at will, fully aware of anything that has occurred nearby.
Spelunking - A PC with this NWP has a thorough understanding of caves and underground passages, including their geology, formation, and hazards. The PC generally knows what natural hazards are possible and what general equipment a spelunking party should outfit itself with. A successful NWP check can reveal the following information:-
Fortune Telling
- With this proficiency, characters know a variety of methods for divining the future - and they are all fake. Characters with this skill employ-looking devices, sonorous oratory, or other methods to convince others that they are authentic soothsayers. Common methods include cards, palm reading, counting bumps, casting runes, examining animal entrails, and more. Fortunetellers put on a good show, then tell any prediction they want. This is done to gain money from the gullible, to impress other NPCs, or even to substitute for a true diviner when none are available. A successful proficiency check indicates that the target believes the fortune. If it fails, the sham is discovered or the fortune is simply not believed. Note that other PC’s are not forced to believe, regardless of the roll. (Note, on a roll of 1, for the NWP check, the actual fortune foretold actually comes trueGaming - The character knows most common games of chance and skill, including cards, dice, bones, draughts, and chess. When playing a game, the character may either play out the actual game or make a proficiency check, with success indicating victory. If two proficient characters play each other, the one with the highest successful die roll wins. A character with gaming proficiency can also attempt to cheat, thus gaining a +1 bonus to his success chance. If the proficiency check for the game is 17 or above, however, the character has been caught cheating.
Juggling - The character can juggle, a talent useful for entertainment, diversions, and certain rare emergencies. When juggling, normally, no proficiency check is required. A check is made when trying spectacular tricks. However, juggling also enables the character to attempt desperate moves. On a successful attack roll vs. AC 0 (not a proficiency check), the character can catch small items thrown to harm him. Thus the character could catch a dagger or a dart before it hits. If this attack roll fails, however, the character automatically suffers damage. The character is able to catch one missile per round (if at least one hand is free, plus two additional missiles if he forgoes all attacks that round and has both hands free, whether he has initiative or not. If additional slots are spent on this proficiency, the character may catch an additional missile for every slot spent. Alternately, the character may take a +1 bonus on the attack rolls to catch the missiles for each slot spent. No character can catch more than 5 missiles per round, regardless of their skill.
Legerdemain - The character is accomplished at all manners of "magician" tricks, including sleight of hand, palming, etc. A character with this proficiency is able to perform a wide range of "magic" tricks from the nutshell game to any number of card tricks. A proficiency check is made when the trick is performed. Success means the character pulled the trick off with full audience belief. Failure, however, indicates that the target or audience noticed something, which made the trick unbelievable. If the proficiency is used to palm an item or place an item somewhere, a failed check indicates that the character was noticed. This skill differs from the pickpockets proficiency in that the former can not be used to remove a hidden item from another creature, such as held in a pouch. However, obvious items such as lapel pins could be removed.
Mime - This is the ability to entertain others using only gestures and actions, and without the use of voice. Mimes can be serious or humorous, the latter being the easiest and most common. The skill blends well with others, such as tumbling or possibly ventriloquism. {from Vince Carr}
Side-show Talents - Characters with this proficiency are knowledgeable in the area of activities associated with the sideshow of carnivals. These include sword swallowing. In this respect, the character is capable of swallowing or appearing to swallow any number of small items such as coins, dice, cloth, etc. No proficiency check is required for small items. Larger items may appear to be swallowed with a successful proficiency check. In addition, characters with the sideshow talents are able to contort their bodies into a wide range of positions to fit into spaces just big enough to contain their body. Boxes, crates, closets, etc. can be used as hiding places by these characters. This use requires a proficiency check before the character attempts to position his body. {from Vince Carr}
Story Telling - This is the ability to tell good, entertaining stories to individuals or groups of people. A good storyteller has a large repertoire and knows how to select the best story for the current audience. The level of success determines how well a tale has been told, and thus determines the crowd's reaction. Bards receive a +2 bonus to this roll. {from Vince Carr}
Tightrope Walking - The character can attempt to walk narrow ropes or beams with greater than normal chances of success. He can negotiate any narrow surface not angled up or down greater than 45 degrees. Each round the character can walk 60 feet. One proficiency check is made every 60 feet, with failure indicating a fall. The check is made with a -10 penalty to the ability score if the surface is one inch or less in width (a rope), a -5 penalty if two inches to six inches wide, and unmodified if seven inches to 12 inches wide. Wider than one foot requires no check for proficient characters under normal circumstances. Every additional proficiency spent on tightrope walking reduces these penalties by 1. Use of a balancing rod reduces the penalties by 2. Winds or a vibration in the line increases the penalties by 2 to 6. The character can attempt to fight while on a tightrope, but he suffers a -5 penalty to his attack roll and must roll a successful proficiency check at the beginning of each round to avoid falling off. Since the character cannot maneuver, he gains no adjustment to his AC for Dexterity. If he is struck while on the rope, he must roll an immediate proficiency check to retain his balance.
Toasting - The term "toast" comes from the fact that, in days of old, beer was often consumed in front of the fireplace, where bread was being toasted at the same time. To add nutrition and flavor (?) bits of the toast would be thrown in the about-to-be-drunk beer and then a "toast" would be made. In any case the custom of toasting one’s drinking companions goes back many centuries and only the skilled make toasts that are remembered for centuries.
Proficiency in toasting includes the skills of reciting above average to excellent toasts and judging the quality of toasts. It also indicates that the character has a repertoire of toasts memorized for toasting at any time.
A character may wish to create a new toast to be used later or immediately. A successful proficiency check indicates that the toast is of excellent quality. Failure indicates an above average toast, which is still better than a toast of a commoner.
After a successful proficiency check and toast, a character with the Etiquette proficiency gains a -2 to all etiquette proficiency checks in that situation. The excellent toast demonstrates that the character is a person of high class, whether he is or not, and thus the toasters are more relaxed and less cautious of the character’s true economical and social class.
Tumbling - The character is practiced in all manner of acrobatics—dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while burdened with light encumbrance or less. Aside from entertaining, the character with tumbling proficiency can improve his AC by 4 against attacks directed solely at him in any round combat, provided he has the initiative and foregoes all attacks that round. When in unarmed combat he can improve his attack roll by 2. On a successful proficiency check, he suffers only one-half the normal damage from falls of 60 feet or less and none from a fall of 10feet or less. Falls from greater heights result in normal damage.
Ventriloquism - The character has learned the secrets of "throwing his voice." Although not actually making sounds come from somewhere else, the character can deceive others into believing this to be so. When using ventriloquism, the suppose source of the sound must be relatively close to the character. The nature of the speaking object and the intelligence of those watching can modify the character’s chance of success. If the character makes an obviously inanimate object talk, there is a -1 penalty to his chance of success. If a believable source is made to appear to speak, a +2 bonus is added to his success chance. The observer’s intelligence modifies this as follows:
Intelligence Modifier
less than 3 +6
3-5 +4
6-8 +2
9-14 0
15-16 -1
17-18 -2
19+ -4
A successful proficiency check means the character has successfully deceived his audience. One check must be made for every sentence or response. The character is limited to sounds he could normally make.
Since ventriloquism relies on deception, people’s knowledge of speech, and assumptions about what should and shouldn’t talk, it is effective only on intelligent creatures. Thus it has no effect on animals and the like. Furthermore, the audience must be watching the character since part of the deception is visual. Using ventriloquism to get someone to look behind him does not work, since the voice is not actually behind him. All but those with the gullibility of children realize what is truly happening. They may be amused or they may not be.
Wine Pouring - With this proficiency the bearer can entertain any other person with his flare in pouring wines. He can make even the dullest, worst tasting wines look good to the common person. On a roll of 5 or below, the pourer does his act with so much flare a few coins could be tossed his way. If he fails, he spills the wine. On a roll of 16+ (unless 16+ is a succeed) he pours the wine over himself. On a roll of 20 he pours the wine over himself and destroys any paper or object that can be destroyed by liquid. {from Reid Guide To Alcohol}
Barkeeping - The PC in possession of this skill is able to determine the quality of alcoholic beverage and fashion mixed drinks. Successfully rolling this skill allows the character to note foreign elements - such as poison (at a +4 to the normal saving throw allowed, with a save indicating no damage, and a failed save indicating only a successfully rolled damage) - in drinks. {from dragon #156}
Comedy - 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}
Drinking/Boozing - 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:
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 - This proficiency bestows many benefits to the character although they tend 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 bonuses 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 5feet 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}
City skills
Commerce 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:
Haggling
- A successful roll allows the PC to buy an item at 10% less than its asked price (or 10% over the base price if selling); a roll of 4 or less means a 25% change. A roll of 19 or 20 means the other party is outraged by the last offer and refuses to negotiate further. DMs might require that this be role-played; naturally charming characters should have an edge, while PCs who are arrogant or simply demand the ‘right’ price may blow it on any die roll. Remember, many shopkeepers and merchants have this skill, usually more than 1 slot is devoted to this ability also.Bargain - 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}
City Lore 1 - This general knowledge skill grants the character general knowledge and memory of the City of the player's 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 4as a pre-requisite). {from FR: city of Splendors boxed set}
City Lore 2 - 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). {from FR: city of Splendors boxed set}
City Lore 3 - 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. {from FR: city of Splendors boxed set}
City Lore 4 - 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. {from FR: city of Splendors boxed set}
Religious
Astrology
- 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 seenChanting - 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}
Meditation - If used correctly, the user falls into a relaxed state, where he/she can review thoughts and past actions in a semi-detected form (q.v. Reverie - Elven handbook) Also, for the Psionicist it enables him to regain PSP’s at the sleeping rate (12 PSP’s / hour). The mediator is in a state of relaxation and is still aware of his surroundings, but not totally (changed from Psionic NWP). In this state the meditator notices things outside of himself, but cannot be an effective guard in this mode as he only notices the obvious, not the small signs. (-3 or more to a perception check?).
The meditation non-weapon proficiency allows a bonus to all intelligence checks for a person if they follow an hour of meditation. For example, if a wizard wanted to use his Magical Engineering proficiency on a ring, he would get a +2 bonus to his intelligence check if he spent an hour beforehand meditating on the problem.
The method of meditating varies considerably from person to person. For some, it involves measured breathing while in lotus position for others, it means puffing silently on a pipe while watching the clouds. It is up to the player and DM to come up with an appropriate meditation method.
For a mage, use of this technique halves the amount of rest needed before re-memorization of spells. This is due to the total relaxation and the reviewing of thoughts encompassed in the proficiency. For a priest, you may make it a requirement for prayer, thus spells. Although it would give little bonus. Maybe a bonus spell for proper prayer, or maybe the opposite, penalizing a priest who doesn’t?. {from Graham Caine (Firedancer)}
Religion - Characters with religion proficiency know the common beliefs and cults of their homeland and the major faiths of neighboring regions. The character automatically knows ordinary information of any religion. Special information, such as how the clergy is organized, requires a proficiency check.
Additional proficiencies spent on religion enable the character to either expand his general knowledge into more distant regions or to gain precise information about a single faith. If the latter is chosen, the character is no longer required to make a proficiency check when answering questions about that religion. Such expert knowledge is highly useful to priest characters when dealing with their own and rival faiths.
Sensual
Brewing
- 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}
Bartending -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 is 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}
Cooking - 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 barkeeping NWP can detect poison in drinks.
Kissing- Kissing is an art form of itself. A good kiss can melt the hardest of hearts, and a bad kiss can split a couple apart. Like many other things in life, kissing is something that is learned by practice. A kiss can be used for three reasons. One is between a couple. If the giver is attempting a "special" kiss, a comeliness (or Charisma) check is required. For every month the couple has been together, there is a plus one modifier. A successful check puts the receiver into a mood that he/she feels like they’re on top of the world. Kind of like an instant feel good feeling.
The second reason for kissing is for attempted seduction. The check for this is a comeliness (or Charisma) check with racial relations modifiers. It is accompanied by a strong hug and often (but not always) is followed by serious attempts to get the receiver into bed. A successful check is much like a successful charm person spell. A person of good alignment cannot use this form of a kiss unless the ultimate goal is truly a seduction and not control. Failure to follow this rule is grounds to change the alignment of the character with all appropriate penalties. The third reason is to show gratitude. This is easy to do and requires no check. It is little more than a peck on the cheek usually accompanied by a small hug. The receiver immediately feels slightly better about life in general. {from Christopher P Morton}
Masseur -ability to give soothing massages. A 1 hr massage allows body to heal as though it has received 1 full day of bed-rest {from Barbara Haddad}
Seduction - adds +2 to reactions for the character {from Barbara Haddad}
Wine Tasting - Less powerful than the Drinking (Boozing) proficiency but also less evil, this proficiency is for a more elite, upper class person. This is the ability to appreciate and judge the quality of wines. On a successful roll, the character can identify the kind of wine he is drinking and the quality: terrible, very poor, poor, normal, good, very good, excellent. On a roll of 4 or less, the character can name the year of the vintage, and recognize the vineyard.
In addition, the character can perhaps tell if a particular glass of wine has a foreign substance, such as poison. If the character sniffs the wine, he has a 1 in 20 chance to detect a foreign substance, but not identify it. This is only if the poison has a discernible smell. If the character drinks the wine, a proficiency check made at one-half normal will identify that a foreign substance is in the wine, although he will probably have been affected. {from Reid Guide To Alcohol &dragon #153}
Massage
- A character with this proficiency is a master of massaging. The character has a great knowledge of stroking, kneading, and striking certain muscular parts of the body. It is used to improve circulation, sooth the nerves, and stimulate the digestive organs. Massage is also useful in increasing the tone of muscles after a long illness. Thus, the character gains knowledge of anatomy and is able to use his hands skillfully in stroking motions on certain muscles and nerves.A proficiency check isn't necessary unless it is critical for the massage to be good (ex. soothing a savage before picking his pockets).
This skill also allows the character the ability to strike pressure points on an opponent. A successful "to hit" and proficiency check indicates that the victim suffers a -2 on his/her "to hit" rolls for 1d4 rounds (due to pain and sudden muscle cramps).
Seduction - A character with this proficiency is better at seducing people than the average person. Thus, he/she gets a +2 bonus when seducing somebody if the proficiency check is made.
Sexual Knowledge - A character with this proficiency has a knowledgeable understanding of sex. Thus, he/she gets a bonus of +1 to constitution ability checks during sex if a successful proficiency check is made. This knowledge allows the character to know proper "etiquette" when it comes to sex. Knowledge of sexual customs, preferences, pleasures, and dislikes, and so forth of people he/she comes in contact
with.