NON-WEAPON PROFICIENCIES: GENERAL PROFICIENCIES: Proficiency Slots Ability Modifier Advantages: Acute Hearing 1 NA NA Alertness 1 NA NA Awareness 2 NA NA Charm 2 NA NA Direction Sense 1 Wis +1 Disease Resistance 1 NA NA Drinking 1 Con 0 Eating 1 Con 0 Excellent Vision 1 NA NA Fleet Footed 2 NA NA Lightning Reflexes 2 NA NA Luck 3 NA NA Night Vision 1 NA NA Sixth Sense 2 Wis -2 Supernumerate 1 Int -1 Arts:* Acting 1 Charisma 0 Artistic Ability^ 1 Wisdom 0 Dancing 1 Dexterity 0 Musical Instrument^ 1 Dexterity -1 Poetry 1 Intelligence -2 Singing 1 Charisma 0 Whistling/Humming 1 Dexterity +2 Crafts:~ Blacksmithing 1 Strength 0 Brewing 1 Intelligence 0 Carpentry 1 Strength 0 Cheesemaking 1 Intelligence 0 Cobbling 1 Dexterity 0 Cooking 1 Intelligence 0 Craft Instrument 2 Dexterity -2 Glassblowing 1 Wisdom -1 Leatherworking 1 Intelligence 0 Metallurgy 1 Intelligence -1 Metalworking 1 Dexterity 0 Mining 2 Wisdom -3 Pottery 1 Dexterity -2 Seamstress/Tailor 1 Dexterity -1 Stonemasonry 1 Strength -2 Tannery 1 Intelligence 0 Weaving 1 Intelligence -1 Wickerwork 1 Dexterity -1 Winemaking 1 Intelligence 0 Maritime: Boat Building^ 1 Intelligence -1 Boating 1 Wisdom +1 Distance Sense 1 Wisdom 0 Fishing^ 1 Wisdom -1 Navigation 1 Intelligence -2 Riding, Sea-based 2 Dexterity -2 Rope Use 1 Dexterity 0 Seamanship 1 Dexterity -1 Swimming 1 Strength 0 Tattooing* 1 Dexterity -1 Weather Sense 1 Wisdom -1 Rural: Agriculture^ 1 Intelligence 0 Animal Care 1 Wisdom 0 Animal Handling 1 Wisdom -1 Animal Training^ 1 Wisdom -2 Charioteering 1 Dexterity +2 Local History 1 Charisma 0 Riding, Land-based 1 Wisdom +3 Veterinary Healing^ 1 Wisdom -3 Weather Sense 1 Wisdom -1 Subterranean: Blind-fighting 2 NA NA Close-quarter Fighting 2 Dexterity 0 Distance Sense 1 Wisdom 0 Fungi Recognition 1 Intelligence +3 Gem Cutting^ 2 Dexterity -2 Mining^ 2 Wisdom -3 Slow Respiration 1 Wisdom 0 Sound Analysis 1 Wisdom 0 Spelunking 1 Wisdom -2 Underground Navigation 1 Intelligence 0 Urban: Begging 1 Charisma Sp Bureaucracy 2 Wisdom 0 Etiquette 1 Charisma 0 Grooming^ 2 Dexterity 0 Haggling 2 Wisdom/Charisma 0 Language, Modern 1 Intelligence 0 Local History 1 Charisma 0 Mercantilism# 2 Intelligence 0 Numeracy 1 Intelligence 0 Numismatics 1 Intelligence 0 Reading/Writing 1 Intelligence +1 Wilderness: Animal Lore 1 Intelligence 0 Distance Sense 1 Wisdom 0 Fire-building 1 Wisdom -1 Foraging 1 Wisdom 0 Heat Protection 1 Intelligence -2 Hunting 1 Wisdom -1 Mountaineering 1 NA NA Navigation 1 Intelligence -2 Riding, Airborne 2 Wisdom -2 Riding, Land-based 1 Wisdom +3 Running 1 Constitution -6 Set Snares 1 Dexterity -1 Signaling^ 1 Intelligence 0 Survival 2 Intelligence 0 Tattooing^ 1 Dexterity -1 Tracking 2 Wisdom -6 Veterinary Healing^ 1 Wisdom -3 Water Find 1 Intelligence 0 PRIEST PROFICIENCIES: Proficiency Slots Ability Modifier Administration# 1 Intelligence -2 Alchemy# 2 Intelligence -2 Alms 1 Charisma 0 Anatomy 1 Intelligence 0 Ancient History 1 Intelligence -1 Astrology 2 Intelligence 0 Battle Magic 1 Intelligence -1 Bookbinding^ 1 Intelligence 0 Bureaucracy# 2 Wisdom 0 Calligraphy^,# 1 Dexterity +1 Celestology 1 Intelligence -4 Ceremony/Ritual 1 Charisma 0 Chanting 1 Charisma +2 Command 1 Charisma -1 Concentration 2 Wisdom 0 Contortionist* 2 Dexterity -1 Crowd Working 1 Charisma 0 Debate 1 Intelligence 0 Demonology 1 Intelligence -4 Diplomacy 1 Charisma -1 Divining 2 Wisdom -2 Ecology 2 Intelligence 0 Healing 2 Wisdom -2 Herbalism 2 Intelligence -2 Investigation 1 Charisma -2 Language, Ancient 1 Intelligence 0 Law 1 Intelligence -2 Leadership 1 Charisma -1 Linguistics# 2 Intelligence +1 Magical Awareness 2 Wisdom -1 Medicinal Cooking# 2 Wisdom -2 Medicine# 2 Intelligence -2 Mental Resistance 2 NA NA Monster Lore 2 Intelligence -4 Musical Instrument 1 Dexterity -1 Necrology 1 Intelligence -4 Numeracy 1 Intelligence 0 Numerology#,* 2 Intelligence 0 Papermaking^ 1 Intelligence -1 Persuasion 1 Charisma 0 Planar Sense# 1 Wisdom -1 Planology 2 Intelligence -4 Prophecy 1 Wisdom -1 Psychic Defense 2 Wisdom -2 Public Speaking* 2 Charisma -1 Reading/Writing 1 Intelligence +1 Religion 1 Wisdom 0 Research 1 Intelligence 0 Rune Lore 1 Intelligence 0 Slow Respiration 1 Wisdom 0 Somatic Concealment 1 Dexterity -1 Spellcraft 1 Intelligence -2 Spirit Lore* 2 Charisma -4 Surgery# 2 Intelligence -4 Teaching 2 Charisma -1 Thaumaturgy 2 Wisdom -1 Time Sense 1 Wisdom -2 PSIONICIST PROFICIENCIES: Proficiency Slots Ability Modifier Anatomy 1 Intelligence 0 Ancient History 1 Intelligence -1 Blind-fighting 2 NA NA Bureacracy# 2 Wisdom 0 Calligraphy^,# 1 Dexterity +1 Ceremony/Ritual 1 Charisma -1 Clockwork Creation~ 2 Dexterity -2 Concentration 2 Wisdom 0 Contortionist* 2 Dexterity -1 Crystal Focus 1 Wisdom -1 Debate 1 Intelligence 0 Diplomacy 1 Charisma -1 Dowsing 1 Wisdom -3 Engineering 2 Intelligence -3 Gaming 1 Charisma 0 Gem Cutting^ 2 Dexterity -2 Harness Subconscious 2 Wisdom -1 Hypnosis* 2 Charisma -2 Investigation 1 Charisma -2 Language, Ancient 1 Intelligence 0 Law 1 Intelligence -2 Lens Crafting# 2 Intelligence -3 Linguistics# 2 Intelligence +1 Meditative Focus 1 Wisdom +1 Mental Resistance 2 NA NA Monster Lore 2 Intelligence -4 Musical Instrument^ 1 Dexterity -1 Numeracy 1 Intelligence 0 Observation 1 Intelligence 0 Persuasion 1 Charisma 0 Power Manipulation 2 Intelligence -4 Psionic Detection 1 Wisdom -2 Psionic Lore 1 Intelligence +1 Reading/Writing 1 Intelligence +1 Research 1 Intelligence 0 Rejuvenation 1 Wisdom 0 Slow Respiration 1 Wisdom 0 Teaching 2 Charisma -1 Time Sense 1 Wisdom -2 ROGUE PROFICIENCIES: Proficiency Slots Ability Modifier Administration# 1 Intelligence -2 Ambush 1 Wisdom -1 Anatomy 1 Intelligence 0 Animal Noise 1 Wisdom -1 Appraising 1 Intelligence 0 Begging 1 Charisma Sp Blather 1 Charisma -1 Blind-fighting 2 NA NA Bribery 1 Charisma -1 Bribery Etiquette# 1 Wisdom -1 Bureaucracy# 2 Wisdom 0 Camouflage 1 Wisdom 0 Cartography 1 Intelligence -1 Close-quarter Fighting 2 Dexterity 0 Contortionist* 2 Dexterity -1 Crowd Working 1 Charisma 0 Diplomacy 1 Charisma -1 Disguise 1 Charisma -1 Fast-talking 1 Charisma Sp Forgery# 1 Dexterity -1 Fortune Telling* 2 Charisma +2 Gaming 1 Charisma 0 Gem Cutting^ 2 Dexterity -2 Grooming^ 2 Dexterity 0 Haggling 2 Wisdom/Charisma 0 Information Gathering 1 Intelligence Sp Instant Stand 1 Dexterity -1 Intimidation 1 Special Sp Investigation 1 Charisma -2 Jest* 1 Charisma 0 Juggling* 1 Dexterity -1 Jumping 1 Strength 0 Law 1 Intelligence -2 Locksmithing^ 1 Dexterity 0 Looting 1 Dexterity 0 Mercantilism~ 2 Intelligence 0 Monster Lore 2 Intelligence -4 Numeracy 1 Intelligence 0 Numismatics 1 Intelligence 0 Observation 1 Intelligence 0 Persuasion 1 Charisma 0 Prestidigitation* 1 Dexterity -1 Prone Fighting 1 Dexterity 0 Psychic Defense 2 Wisdom -2 Reading Lips 2 Intelligence -2 Seduction 1 Charisma 0 Set Snares 1 Dexterity -1 Sign Language 1 Intelligence +2 Signaling^ 1 Intelligence 0 Spelunking 1 Intelligence -2 Tattooing^ 1 Dexterity -1 Tightrope Walking 1 Dexterity 0 Torture 1 Wisdom 0 Tracking 2 Wisdom -6 Trail Marking 1 Wisdom 0 Trail Signs 1 Intelligence -1 Trailing 1 Dexterity Sp Tumbling 1 Dexterity 0 Venom Handling 1 Wisdom -2 Ventriloquism* 1 Intelligence -2 Voice Mimicry* 2 Charisma Sp WARRIOR PROFICIENCIES: Proficiency Slots Ability Modifier Ambush 1 Wisdom -1 Animal Lore 1 Intelligence 0 Animal Noise 1 Wisdom -1 Armor Optimization 1 Dexterity -2 Armorer~,# 2 Intelligence -2 Artillerist 1 Intelligence 0 Blind-fighting 2 NA NA Bowyer/Fletcher^ 1 Dexterity -1 Camouflage 1 Wisdom 0 Close-quarter Fighting 2 Dexterity 0 Command 1 Charisma -1 Display Weapon Prowess 1 Dexterity 0 Endurance 2 Constitution 0 Engineer-Artillerist 1 Intelligence -2 Fortification 1 Intelligence -1 Gaming 1 Charisma 0 Heraldry 1 Intelligence 0 Hunting 1 Wisdom -1 Immovability 1 NA NA Instant Stand 1 Dexterity -1 Intimidation 1 Special Sp Jumping 1 Strength 0 Leadership 1 Charisma -1 Monster Lore 2 Intelligence -4 Mountaineering 1 NA NA Navigation 1 Intelligence -2 Prone Fighting 1 Dexterity 0 Psychic Defense 2 Wisdom -2 Riding Specialization* 2 Wisdom +4 Running 1 Constitution -6 Set Snares 1 Intelligence -1 Siegecraft# 1 Intelligence 0 Signaling^ 1 Intelligence 0 Spelunking 1 Intelligence -2 Strategy# 1 Intelligence -2 Survival 2 Intelligence 0 Tactics 2 Intelligence -1 Torture 1 Wisdom 0 Tracking 2 Wisdom -6 Weapon Improvisation 1 Wisdom -1 Weapons Instruction 1 Wisdom 0 Weaponsmithing~,# 3 Intelligence -3 WIZARD PROFICIENCIES: Proficiency Slots Ability Modifier Alchemy# 2 Intelligence -2 Anatomy 1 Intelligence 0 Ancient History 1 Intelligence -1 Arcanology 1 Intelligence -3 Astrology 2 Intelligence 0 Battle Magic 1 Intelligence -1 Bookbinding^ 1 Intelligence 0 Calligraphy^,# 1 Dexterity +1 Cartography 1 Intelligence -1 Celestology 1 Intelligence -4 Ceremony/Ritual 1 Charisma 0 Clockwork Creation 2 Dexterity -2 Concentration 2 Wisdom 0 Debate 1 Intelligence 0 Demonology 1 Intelligence -4 Divining 2 Wisdom -2 Dowsing 1 Wisdom -3 Ecology 2 Intelligence 0 Engineering 2 Intelligence -3 Fungi Recognition 1 Intelligence +3 Gem Cutting^ 2 Dexterity -2 Healing 2 Wisdom -2 Herbalism 2 Intelligence -2 Hypnosis* 2 Charisma -2 Language, Ancient 1 Intelligence 0 Lens Crafting# 2 Intelligence -3 Linguistics# 2 Intelligence +1 Magecraft# 1 Intelligence -2 Magical Awareness 2 Wisdom -1 Medicine# 2 Intelligence -2 Mental Resistance 2 NA NA Monster Lore 2 Intelligence -4 Necrology 1 Intelligence -4 Numeracy 1 Intelligence 0 Numerology#,* 2 Intelligence 0 Papermaking^ 1 Intelligence -1 Planar Sense# 1 Wisdom -1 Planology 2 Intelligence -4 Prestidigitation* 1 Dexterity -1 Psychic Defense 1 Wisdom -2 Reading/Writing 1 Intelligence +1 Research 1 Intelligence 0 Rune Lore 1 Intelligence 0 Slow Respiration 1 Wisdom 0 Somatic Concealment 1 Dexterity -1 Spellcraft 1 Intelligence -2 Spirit Lore* 2 Charisma -4 Surgery# 2 Intelligence -4 Tattooing^ 1 Dexterity -1 Teaching 2 Charisma -1 Thaumaturgy 2 Wisdom -1 Time Sense 1 Wisdom -2 Venom Handling 1 Wisdom -2 ^ These proficiencies require specialized equipment in order to be used (or at least to be used to their fullest efficacy). ~ These proficiencies require both specialized equipment and specialized facilities in order to be used (or at least to be used to their fullest efficacy). # These proficiencies have one or more prerequisites. * These proficiencies can be used for Street Performance (see below). Starting Proficiencies: All characters begin play with at least four proficiency slots. In addition to this, characters receive an additional number of slots determined by their Intelligence score. A character who wishes to take any of the Advantage proficiencies for his or her character must do so at the time the character is created, as such abilities are innate to the individual and cannot be learned. No character may spend more than his or her initial four slots for Advantages; proficiencies gained as a bonus for Intelligence cannot be spent on Advantages. Multi-class characters gain initial proficiencies as normal, except that they gain two bonus proficiency slots, which must be spent immediately or they are lost. These slots may only be spent on Preferred proficiencies (see below) for one or more of their classes. A human dual-class character gains four new proficiency slots when he or she successfully switches class and becomes a 1st level character in his or her new class. This number is not modified by Intelligence, and the learning of these skills is subsumed within the training to become dual-class; hence, the character need not study to learn them (see below). Many character classes have Bonus Proficiencies, which are free to the character, automatically gained at no cost. Many character classes also have Required Proficiencies, which cost the normal number of slots and must be taken by the character before any other proficiencies are selected. Finally, all character classes have a list of Preferred Proficiencies, which represent skills most commonly associated with the character class in question and which best complement the special characteristics of the class. A character need not fill all of his or her proficiency slots when the character is created, but any proficiencies gained thereafter must be learned as noted below. At least half (rounding up) of the proficiency slots of a beginning character must be spent on some combination of Required and Preferred Proficiencies. Acquiring New Proficiencies: In addition to the proficiency slots gained at 1st level, all characters pick up additional proficiency slots as they increase in level. All characters, regardless of class, gain one proficiency slot at each level divisible by 3. Gaining a slot, however, is not the same as actually learning a proficiency; it merely represents the potential for being able to acquire a new skill. Proficiency slots may be spent or not as the character desires, and they may be banked up to spend on a proficiency that requires multiple slots. Multi-class characters gain slots as they advance in each of their classes. Dual-class characters, of course, only gain slots as they advance in their current class. When a character desires to pick up a new proficiency, he or she must first find a character who possesses the proficiency. If the presumed teacher is amenable to showing the character the ropes, then he or she enters into training. Learning the proficiency will require six weeks of time per slot that the proficiency requires plus a random modifier of 1d6 weeks, plus or minus one week per point of Intelligence above 12 or below 9. Remember when figuring this cost that characters attempting to learn class-specific proficiencies from classes other than their own must spend one additional slot to the cost for such proficiencies. The cost for learning proficiencies is usually on the order of 10 g.p. per week for General proficiencies learned in the appropriate terrain type and 20 g.p. per week if learned in a different terrain type (e.g., a character attempting to learn Etiquette in an Urban area would pay 10 g.p. per week, while it would cost twice that to learn Etiquette in a Rural or Wilderness area, assuming a teacher could be found). Crafts proficiencies always cost 10 g.p. per week and Arts proficiencies always cost 20 g.p. per week. Class-specific proficiencies cost 50 g.p. per week. All payment must be made in advance. At the end of the training period, the teacher must make an ability check against his or her Wisdom or Charisma, whichever is lower, and the student must make a check against his or her Intelligence. If both checks are successful, the proficiency has been learned. If either check fails, training must proceed for another week, after which checks may be made again, as time must be spent relearning and/or reteaching some crucial elements that were not effectively transmitted the first time through. After this additional period of time (and money) has been spent, the character who failed the check may attempt it again, though if one party made the check, he or she need not make it again. If the roll is again failed, continue as above until the student gives up or the failing student or teacher's check is successful. Once training has been successfully completed, the student possesses the proficiency at his or her normal level or at the level of the teacher -1, whichever is lower. If the level at which the proficiency is learned is lower than the level that is appropriate for the student's ability score, his or her skill will increase by 1 each time that he or she successfully uses the proficiency, until it reaches the proper level. Street Performance: Certain proficiencies can be used in an attempt to stage a street performance in order to earn money. This sort of thing is usually resorted to only by those adventurers who are very short on cash or who have nothing better to do. The primary indicator of how much many can be made in an average day's work at such performance is determined by the level of affluence of the area where the performance is being staged and whether or not the character(s) giving the performance succeed in a proficiency check. If a character's check succeeds, the amount of money listed in the B column is gained. If failed, then the he or she receives the amount listed in the A column. Additionally, if a character possesses the Crowd Working proficiency and successfully checks against it, he or she receives the amount listed on the C column. Bards, with their natural flair and charisma, gain the amount listed in column B with a failed proficiency check (except on a 20, in which case they use column A) and use column C on a successful check. A bard that successfully uses the Crowd Working proficiency or an innate ability that modifies crowd reactions (e.g., a Loremaster's oratory or a Minstrel's music) doubles his or her income from the street performance, rather than making a column shift. A bard who successfully modifies reactions and makes successful proficiency checks against his or her performance proficiency and the Crowd Working proficiency earn five times the normal amount. Additionally, a bard performing with a group of non-bards tends to improve the overall quality of the performance, granting a -1 bonus to all proficiency checks made by non-bards performing with him or her. Note that some communities may require the purchase of a special permit for such streetside performances. Conditions A B C Horrid - 1d3 ip 1d4 ip Poor 1d2 ip 1d6 ip 1d8 ip Fair 1d4 ip 1d12 ip 1d4 cp Good 1d8 ip 1d3 cp 1d8 cp Excellent 1d2 ip 1d6 cp 1d4 br Fabulous 1d4 cp 1d12 cp 1d8 br Monetary System 1 iron plug (ip) = 1/100 br 1 copper penny (cp) = 1/10 br 1 bronze ring (br) = 1 AD&D gold piece 1 silver crown (sc) = 10 br 1 gold geagle (ge) = 100 br 1 platinum lord-bar (plb) = 1000 br