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Nonweapon Proficiencies

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1 Nonweapon Proficiencies on Tue 26 May 2015, 10:43 am

I've been considering introducing nonweapon proficiencies - general skills not directly related to class - to the campaign.  The following list is adapted from the Dungeoneer's Survival Guide and the Wilderness Survival Guide.  Hopefully the names of the proficiencies will be relatively self-explanatory, but if you have any questions, feel free to ask.

Those proficiencies that list an ability require a dice roll to use - called a "proficiency check" - a d20 rolled equal to or less than the listed ability indicates success.  Because low rolls are good and the modifier listed is applied to the die roll, negative modifiers make it easier to succeed while positive modifiers make it more difficult.

Each character will get a number of "slots" to spend on nonweapon proficiencies based on his class.  The "cost" listed with each proficiency is the number of slots required to gain that proficiency.  Characters will gain additional slots at a rate determined by class.  My current characters will have the following number slots:
Preadeter: 3
Aftershock: 3
Vithrandir: 4
All these characters will gain 1 additional slot for each third level they gain.

Feel free to examine the list and choose some proficiencies for your character.  Remember to keep in mind your character's background when you make your choices.


Craftsman Proficiencies

Animal Trainer
Cost: 1; Ability: Wisdom; Modifier 0

Armorer
Cost: 2; Ability: Intelligence; Modifier +2

Blacksmith
Cost: 1; Ability: Strength; Modifier 0

Boatwright
Cost: 1; Ability: Intelligence; Modifier +2

Boyer/Fletcher
Cost: 1; Ability: Dexterity; Modifier +1

Carpenter
Cost: 1; Ability: Strength; Modifier +1

Gem Cutter
Cost: 2; Ability: Dexterity; Modifier +2

Leatherworker
Cost: 1; Ability: Intelligence; Modifier 0

Miner
Cost: 2; Ability: Wisdom; Modifier +3

Potter
Cost: 1; Ability: Dexterity; Modifier +2

Smelter
Cost: 1; Ability: Intelligence; Modifier +2

Stonemason
Cost: 1; Ability: Strength; Modifier +2

Weaponsmith
Cost: 3; Ability: Intelligence; Modifier +3

Weaver
Cost: 1; Ability: Intelligence; Modifier +1


Adventuring Proficiencies

Animal Noise
Cost: 1; Ability: Wisdom; Modifier +1

Blind-fighting
Cost: 1; Ability: NA; Modifier NA

Boating
Cost: 1; Ability: Wisdom; Modifier -1

Direction Sense
Cost: 1; Ability: Wisdom; Modifier -1

Endurance
Cost: 2; Ability: NA; Modifier NA

Fire-building
Cost: 1; Ability: Wisdom; Modifier +1

Fishing
Cost: 1; Ability: Wisdom; Modifier +1

Fungus Identification
Cost: 1; Ability: Intelligence; Modifier -6

Healing
Cost: 2; Ability: Wisdom; Modifier -2

Mountaineering
Cost: 1; Ability: NA; Modifier NA

Riding
Cost: 1; Ability: Wisdom; Modifier -3

Rope Use
Cost: 1; Ability: Dexterity; Modifier 0

Slow Respiration
Cost: 1; Ability: NA; Modifier NA

Sound Analysis
Cost: 1; Ability: Wisdom; Modifier +1

Swimming
Cost: 1; Ability: Strength; Modifier 0


Wilderness Proficiencies

Alertness
Cost: 1; Ability: Wisdom; Modifier +1

Animal Handling
Cost: 1; Ability: Wisdom; Modifier +1

Animal Lore
Cost: 1; Ability: Intelligence; Modifier 0

Charioteering
Cost: 1; Ability: Dexterity; Modifier -2

Foraging
Cost: 1; Ability: Intelligence; Modifier +2

Hunting
Cost: 1; Ability: Wisdom; Modifier -1

Plant Lore
Cost: 1; Ability: Intelligence; Modifier 0

Riding, airborne
Cost: 2; Ability: Wisdom; Modifier +2

Running
Cost: 2; Ability: Constitution; Modifier 0

Survival, cold
Cost: 1; Ability: NA; Modifier NA

Survival, desert
Cost: 2; Ability: NA; Modifier NA

Survival, heat
Cost: 1; Ability: NA; Modifier NA

Tracking
Cost: 1; Ability: NA; Modifier NA

Weather Sense
Cost: 1; Ability: Wisdom; Modifier +1

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