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Nonweapon Proficiency List


This is quite a lengthy list. Note that some skills cost more than one point. Also, to figure out how many slots a skill costs, consider your character class. If the skill doesn't fall under that class, it costs 1 extra slot. So for example, Reading/Writing is under both Wizard and Priest. So for a wizard to learn to read and write, it costs 1 slot. But for a fighter or thief, it costs 2 slots. To learn what skills your character can learn without penalty, consult the "Crossover" table at the bottom. When choosing NWPs, consider your character's job and heritage.  The DM may make some exceptions depending on the character (a noble fighter might be able to learn reading/writing for only 1 slot, for instance).

The ability score listed is what your proficiency check is based on. So if you learn blacksmithing, it's based on STR+0. Which means if you have a STR of 15, you must roll 15 or lower to successfully blacksmith. Pottery is based on DEX-2. So if you have a DEX of 9, you must roll 7 or lower to successfully create something from clay (9-2=7).

Proficiencies that are all ready known can be improved.  If a player places a free slot into an NWP he all ready knows, he gains a +2 bonus to it.

GENERAL

Proficiency

Slots Ability

Proficiency

Slots Ability
Agriculture 1 INT+0 Heraldry 1 INT+0
Animal Handling 1 WIS-1 Leatherworking 1 INT+0
Animal Training 1 WIS+0 Modern Languages 1 INT+0
Artistic Ability 1 WIS+0 Mining 2 WIS-3
Blacksmithing 1 STR+0 Observation 1 INT+0
Boating 1 WIS+1 Persuasion 1 CHA+0
Boatwright 1 INT-2 Poetry 1 INT-2
Brewing 1 INT+0 Pottery 1 DEX-2
Cartography 1 INT-2 Riding, Airborne 2 WIS-2
Carpentry 1 STR+0 Riding, Land-based 1 WIS+3
Cheesemaking 1 INT+0 Riding, Sea-based 2 DEX-2
Cobbling 1 DEX+0 Rope Use 1 DEX+0
Cooking 1 INT+0 Seamanship 1 DEX+1
Craft Instrument 2 DEX-2 Seamstress/Tailor 1 DEX-1
Dancing 1 DEX+0 Seduction 2 CHA+0
Direction Sense 1 WIS+1 Signaling 1 INT-2
Distance Sense 1 WIS+0 Sign Language 1 INT+2
Drinking 1 CON+0 Singing 1 CHA+0
Eating 1 CON+0 Smelting 1 INT+0
Engineering 2 INT-3 Stonemasonry 1 STR-2
Etiquette 1 CHA+0 Swimming 1 STR+0
Fire-building 1 WIS-1 Underwater Communication 2 INT-3
Fishing 1 WIS-1 Winemaking 1 INT+0
Fungi Reconition 1 INT+3 Weaving 1 INT-1



WARRIOR

Proficiency

Slots Ability

Proficiency

Slots Ability
Alertness/Danger Sense 1 WIS+1 Law 1 WIS+0
Animal Lore 1 INT+0 Mountaineering 1 N/A
Animal Rending 1 DEX+2 Natural Fighting 2 STR+1
Armorer 2 INT-2 Navigation 1 INT-2
Armorer, Crude 1 INT-1 Oratory 1 CHA+0
Blind-Fighting 2 N/A Running 1 CON-6
Bowyer/Fletcher 1 DEX-1 Set Snares 1 DEX+0
Bowyer/Fletcher, Crude 1 DEX+0 Spelunking 1 INT-2
Camouflage 1 WIS+0 Survival 2 INT+0
Charioteering 1 DEX+2 Tracking 2 WIS+0
Closequarter Fighting 2 DEX+0 Trail Marking 1 WIS+0
Endurance 2 CON+0 Trail Signs 1 INT+0
Foraging 1 INT-2 Underwater Combat 2 DEX+0
Gaming 1 CHA+0 Weaponsmithing 3 INT-3
Hunting 1 WIS-1 Weaponsmithing, Crude 1 WIS-3
Jousting 1 DEX+2 Wild Fighting 2 CON+0


WIZARD

Proficiency

Slots Ability

Proficiency

Slots Ability
Ancient History 1 INT-1 Languages, Ancient 1 INT+0
Astrology 2 INT+0 Navigation 1 INT-2
Cantrips* 1 INT-2 Reading/Writing 1 INT+1
Gem-Cutting 2 DEX-2 Religion 1 WIS+0
Herbalism 2 INT-2 Spellcraft 1 INT-2
*Cantrips can only be used by wizards and bards.


PRIESTS

Proficiency

Slots Ability

Proficiency

Slots Ability
Ancient History 1 INT-1 Local History 1 CHA+0
Astrology 2 INT+0 Musical Instrument 1 DEX-1
Bureaucracy 2 INT+0 Navigation 1 INT-2
Diagnostics 1 WIS-1 Oratory 1 CHA+0
Healing 2 WIS-2 Reading/Writing 1 INT+1
Herbalism 2 INT-2 Religion 1 WIS+0
Languages, Ancient 1 INT+0 Spellcraft 1 INT-2
Law 1 WIS+0 Veterinary Healing 1 WIS-3


ROGUES

Proficiency

Slots Ability

Proficiency

Slots Ability
Acting 1 CHA-1 Intimidation 1 STR/CHA+0
Alertness 1 WIS+1 Juggling 1 DEX-1
Ancient History 1 INT-1 Jumping 1 STR+0
Appraising 1 INT+0 Local History 1 CHA+0
Bartering 1 INT-2 Locksmithing 1 DEX+0
Begging 1 CHA+0 Musical Instrument 1 DEX-1
Blind-Fighting 2 N/A Reading Lips 2 INT-2
Bureaucracy 2 INT+0 Poetry 1 INT-2
Camouflage 1 WIS+0 Set Snares 1 DEX-1
Chanting 1 CHA+2 Tightrope Walking 1 DEX+0
Closequarter Fighting 2 DEX+0 Trailing 1 DEX+0
Craft Instrument 2 DEX-2 Trail Signs 1 INT-1
Disguise 1 CHA-1 Tumbling 1 DEX+0
Fast-Talking 1 CHA+0 Underwater Combat 2 DEX+0
Foraging 1 INT-2 Voice Mimicry 2 CHA+2
Forgery 1 DEX-1 Ventriloquism 1 INT-2
Gaming 1 CHA+0 Whistling/Humming 1 DEX+2
Gem Cutting 2 DEX-2

If you want to know what an NWP does, just ask the DM.

Crossover Groups

Fighter - Warrior, General
Paladin - Warrior, Priest, General
Ranger - Warrior, Wizard, General
Cleric - Priest, General
Druid - Priest, Warrior, General
Wizard - Wizard, General
Thief - Rogue, General

Bard - Rogue, Warrior, Wizard, General


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