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Non-Weapon Proficiencies

The document describes character proficiencies in non-weapon skills in a roleplaying game. It includes three tables that provide details on: 1) the number and type of proficiencies characters get based on their class and level, 2) a compiled list of over 50 non-weapon proficiencies with details on each, and 3) racial adjustments that modify proficiencies for different races like dwarves and elves. The armorer proficiency is highlighted and describes maintaining and creating armor with construction times and skill level requirements.

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0% found this document useful (0 votes)
211 views

Non-Weapon Proficiencies

The document describes character proficiencies in non-weapon skills in a roleplaying game. It includes three tables that provide details on: 1) the number and type of proficiencies characters get based on their class and level, 2) a compiled list of over 50 non-weapon proficiencies with details on each, and 3) racial adjustments that modify proficiencies for different races like dwarves and elves. The armorer proficiency is highlighted and describes maintaining and creating armor with construction times and skill level requirements.

Uploaded by

Gabo218
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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NON-WEAPON PROFICIENCIES

Table 1: CHARACTER PROFICIENCIES

Initial # Add. Proficiency


Class of of Proficiencies per Level
Character Weapon/Non-Weapon Weapon/Non-Weapon
CAVALIER* 3/3 1/1 per 2 levels
Paladin* 3/3 1/1 per 2 levels
CLERIC 2/4 1/1 per 4 levels
Druid 2/4 1/1 per 5 levels
Mystic 2/4 1/1 per 5 levels
FIGHTER 4/3 1/1 per 3 levels
Barbarian 6/4 1/1 per 2 levels
Hunter 6/4 1/1 per 2 levels
Ranger 3/3 1/1 per 3 levels
MAGIC-USER 1/4 1/2 per 6 levels
Illusionist 1/4 1/2 per 6 levels
Savant 1/4 1/2 per 6 levels
THIEF 2/4 1/1 per 4 levels
Acrobat 2/4 1/1 per 4 levels
Assassin 3/3 1/1 per 4 levels
Mountebank 2/4 1/1 per 4 levels
Thug 3/3 1/1 per 4 levels
MONK 1/2 1/1 per 2 levels
BARD As other classes 1/1 per 4 levels
Jester 2/4 1/1 per 4 levels

* 0-level horsemen have one non-weapon proficiency; 0-level lancers have two.
Table 2: COMPILED NON-WEAPON PROFICIENCIES

Slots Appropriate Ability


Proficiency Required Ability Modifier Source
Agriculture 1 Intelligence 0 CR2
Alchemy 2 Intelligence –3 CR2
Alertness 1 Wisdom –1 WSG, p. 13
Animal Handling 1 Wisdom –1 WSG, p. 13
Animal Lore 1 Intelligence 0 WSG, p. 13
Animal Noise 1 Wisdom –1 DSG, p. 27
Animal Trainer 1 Wisdom 0 DSG, p. 25
Armorer 2 Intelligence –2 DSG, p. 25
Blacksmith 1 Strength 0 DSG, p. 25
Blind-fighting 1 NA NA WSG, p. 13
Boating 1 Wisdom +1 WSG, p. 13
Boatwright 1 Intelligence –2 DSG, p. 25
Bookbinding 1 Intelligence 0 CR2
Bowyer/Fletcher 1 Dexterity –1 DSG, pp. 25–26
Brewer 1 Intelligence 0 CR2
Carpenter 1 Strength 0 DSG, p. 26
Charioting 1 Dexterity +2 WSG, p. 13
Cobbling 1 Dexterity 0 CR2
Cooking 1 Intelligence 0 CR2
Dancing 1 Dexterity 0 CR2
Direction Sense 1 Wisdom +1 WSG, pp. 13–14
Endurance 2 NA NA WSG, p. 14
Engineering 2 Intelligence –3 CR2
Etiquette 1 Charisma 0 CR2
Fire-building 1 Wisdom –1 WSG, p. 14
Fishing 1 Wisdom –1 WSG, p. 14
Foraging 1 Intelligence –2 WSG, p. 14
Fungus Identification 1 Intelligence +6 DSG, p. 28
Gaming 1 Charisma 0 OA, p. 54
Gem Cutter 2 Dexterity –2 DSG, p. 26
Glassblowing 1 Dexterity 0 CR2
Healing 2 Wisdom +2 WSG, pp. 14–15
Heraldry 1 Intelligence 0 CR2
Hunting 1 Wisdom +1 WSG, p. 15
Jeweler 2 Dexterity –2 DMG, p. 30
Law 1 Intelligence 0 CR2
Slots Appropriate Ability
Proficiency Required Ability Modifier Source
Leatherworker 1 Intelligence 0 DSG, p. 26
Locksmith 1 Dexterity 0 CR2
Miner 2 Wisdom –3 DSG, p. 26
Mountaineering 1 NA NA DSG, p. 28
Painting 1 Dexterity –2 CR2
Plant Lore 1 Intelligence 0 WSG, p. 15
Potter 1 Dexterity –2 DSG, p. 26
Riding, airborne 2 Wisdom –2 WSG, pp. 15–16
Riding, land-based 1 Wisdom +3 WSG, p. 16
Rope Use 1 Dexterity 0 WSG, p. 16
Running 2 Constitution 0 WSG, pp. 16–17
Scribe 1 Dexterity +1 CR2
Seamstress/Tailor 1 Dexterity –1 CR2
B
Signaling 1 Intelligence –2 OA, p. 53
Slow Respiration 1 NA NA DSG, p. 28
Smelter 1 Intelligence –2 DSG, p. 26
B
Snare-building 1 Dexterity –1 OA, p. 53
Sound Analysis 1 Wisdom –1 DSG, pp. 28–29
Stonemason 1 Strength –2 DSG, p. 26
B
Survival 0 Intelligence 0 OA, p. 53
Survival, cold 1 NA NA WSG, p. 17
Survival, desert 2 NA NA WSG, p. 17
Survival, heat 1 NA NA WSG, p. 17
Swimming 1 Strength 0 WSG, p. 17
Tracking 1 NA NA WSG, p. 17
Weapon Maker 3 Intelligence –3 DSG, p. 26
Weather Sense 1 Wisdom –1 WSG, p. 17
Weaver 1 Intelligence –1 DSG, p. 26

B
These proficiencies are available to barbarians only.

Sources
CR2 Core Rules 2.0 CD-ROM
DMG Dungeon Masters Guide
DSG Dungeoneer’s Survival Guide
OA Oriental Adventures
WSG Wilderness Survival Guide
Table 3: RACIAL ADJUSTMENTS

Race Proficiency Adjustment Notes


Dwarf Armorer +5 1/2 normal time requirements
Blacksmith 0 1/3 normal time requirements
Brewer +1
Gem Cutter +4
Jeweler +4
Locksmith +2
Miner 0 +20% to human efficiency
Elf Armorer 0 1/2 normal time requirements
for elfin chain mail only
Dancing +1
Locksmith –1
Gnome Armorer +2 2/3 normal time requirements
Blacksmith 0 1/2 normal time requirements
Brewer +1
Cobbling +1
Gem Cutter +6
Locksmith +1
Half-elf Dancing +1
Halfling Agriculture +1
Brewer +1
Cooking +1
Locksmith +1
Half-orc Locksmith +1
Human, Oeridian Armorer +1
Weapon Maker +1
Armorer: This occupation cares for and manufactures armor and shields. The character
can repair and maintain all types of armor and, given the proper materials and facilities, can
fabricate suits of armor, up to the limit of his skill level. (See table below.) When making armor,
the proficiency check is rolled at the end of the normal construction time.

Armor Type Construction Time Minimum Skill Level Adjustment


Banded 6 weeks 19 0
Bronze Plate 12 weeks 11 +2
Chain 9 weeks 16 0
Field Plate* 16 weeks 19 +3
Full Plate* 18 weeks 19 +4
Helmet, great 2 weeks 0 0
Helmet, small 2 days 0 0
Plate 14 weeks 19 +2
Ring** 4 weeks 0 0
Scale** 6 weeks 0 0
Shield, buckler*** 1 day 0 0
Shield, large*** 2 days 0 0
Shield, small*** 1 day 0 0
Splint**** 4 weeks 11 0
Studded Leather** 3 weeks 0 0
* The character who will use the armor must be present at least once a week during creation.
** Requires the services of a leatherworker and a tailor.
*** Requires the services of a carpenter.
**** Requires the services of a leatherworker and a blacksmith.

When making armor, if the proficiency check indicates a failure but is within 4 of the
amount needed for success, the armorer has created shoddy armor. Such armor functions as 1
AC worse than usual and suffers a –1 penalty on item saving throws. Only a character with
armorer proficiency can detect the flaws, and this requires careful and detailed inspection.
If shoddy armor is struck in melee combat with a natural die roll of 19 or 20, it breaks.
The character’s AC immediately drops 4 additional classes (although never above 10), and the
broken armor hampers the character’s movement. Until the character can remove the broken
armor, he moves at ½ of his normal rate and suffers a –4 penalty on all of his attack rolls. A
shoddy shield functions normally, albeit with a –1 penalty on item saving throws. If a melee
attacker misses the wielder by exactly 1 point on his d20 roll, the shoddy shield has been
sundered and is useless thereafter.
If a master armorer (with at least 1 additional rank in the proficiency) rolls a successful
proficiency check with a +12 penalty, the character has made masterwork armor and must spend
additional time equal to the normal construction time of the item to complete the job. Masterwork
armor has no bonus to its AC, but is light and highly flexible. It is treated as 1 encumbrance class
better than normal (9” becomes 12”, fairly bulky becomes non-bulky, etc.) and gains a +1 bonus
on item saving throws. It is decorated with fine artistic taste and quality, making it 2d4 times more
valuable than normal.
Bookbinding: A character with this skill is familiar with the process of assembling a
book. Bookbinding is a demanding task; the pages must be glued or sewn to a common backing
of some kind, protected by various kinds of varnishes or treatments, and then fastened to a strong
and durable cover. Additional chemicals or compounds to ward off mildew and deter moths and
bookworms are necessary precautions. The equipment for this proficiency costs 300 gp, weighs
600 cns., and requires a 15’x15’ workspace.
Bookbinding is especially helpful for a magic-user assembling a spell book. Normally, a
magic-user must pay a bookbinder 1000 gp for a standard spell book, or 500 gp for a traveling
spell book. A magic-user who does this work himself reduces these costs by 50%, although the
process takes at least two weeks, plus one day per five spell levels. The magic-user must
succeed in a proficiency check if he is dealing with unusual or unsuitable materials, such as metal
sheets for pages or dragon scales for a cover.

Bowyer/Fletcher: This character can make bows, arrows, and bolts of the types given in
the Players Handbook weapons lists on pages 37 & 38. A weapon maker is required to fashion
arrow and bolt heads, but the bowyer/fletcher can perform all other necessary functions. The
construction time for a longbow or short bow is 1 week; composite bows require 2 weeks; and 1d6
arrows or bolts can be made in 1 day.
An adventurer who wishes to gain a bonus from high Strength when wielding a bow must
utilize specially crafted composite bows and arrows. Such items cost the normal price for that
bow or arrow, plus the normal price again for every point of damage bonus desired; construction
time is likewise increased. These bows can be strung only by characters of that Strength or
higher. Others attempting this must make a successful bend bars / lift gates roll.
When making bows and arrows, a failed proficiency check that is within 4 of the normal
chance of success indicates that a shoddy bow or arrow has been made. (Exception: If the bow
or arrow is being “built for Strength,” any failure means that the weapon is useless.) A shoddy
arrow or bolt breaks on the first shot; a shoddy bow breaks if the character using it rolls an
unmodified 1 on his d20 attack roll. Like all shoddy equipment, shoddy bows and arrows suffer a
–1 penalty on item saving throws.
A successful proficiency check with a +12 penalty, made by a master bowyer/fletcher
(with at least 1 additional rank in the proficiency), indicates a masterwork weapon, and double the
usual time must be spent to finish the job. The range of a masterwork bow or arrow is increased
by +2” for all range classes, and the item gains a +1 bonus on item saving throws. Masterwork
bows are beautifully constructed and are worth 2d4 times the normal price; masterwork arrows
and bolts are worth d4+1 times the normal price.
Gem Cutter: This proficiency allows the character to appraise any gem material (except
those that the DM specifically designates as “heretofore unknown”). A character with this
proficiency can finish the rough gems that are discovered through mining at a rate of d10 stones
per day. A gem cutter derives no benefit from the assistance of non-proficient characters. Every
gem cutter must work with a good light source and needs an assortment of chisels, small
hammers, and specially hardened blades.
The gem cutter can do decent work without a proficiency check; the stones cut will be
valued in the typical range for that type of gem. However, if the gem cutter seeks to do a unique
and very high-quality job, a proficiency check is called for. The individual might well increase the
value of a rough or poorly-cut stone, or the stone might be ruined in the process. Compare the
d20 result to the gem cutter’s skill level on the table below:

Skill Level
d20 Roll 1–6 (Shaky) 7–12 (Fair) 13–18 (Good) 19 (Superb)
1 Double +1 step +1 step +1 step
2 +10–60% Double +1 step +1 step
3 Base +10–60% Double Double
4 Base Base +10–60% +10–60%
5 Base Base +10–60% +10–60%
6–11 Base Base Base Base
12 –10–40% Base Base Base
13 –10–40% Base Base Base
14 –1 step Base Base Base
15 –1 step –10–40% –10–40% Base
16 Ruined –10–40% –10–40% –10–40%
17 Ruined –1 step –1 step –10–40%
18 Ruined –1 step –1 step –1 step
19 Ruined Ruined Ruined –1 step
20 Ruined Ruined Ruined Ruined
+1 step: Stone increases to next higher base value. Roll again; each subsequent roll of
1–2 on d20 results in another increase. No stone may increase beyond 7 places
from its initial base value.
Double: Stone is double base value.
+10–60%: Stone is 10% to 60% above base value. Roll d6 to find new value.
Base: Base value is unchanged.
–10–40%: Stone is 10% to 40% below base value. Roll d4 to find new value.
–1 step: Stone decreases to next lower base value. Roll again; each subsequent roll of
19–20 on d20 results in another decrease. No stone may decrease beyond 5
places from its initial base value.
Ruined: Stone decreases 5 places from its initial base value.
Jeweler: This proficiency allows the character to appraise any precious metal or piece of
jewelry (except those that the DM specifically designates as “heretofore unknown”). In addition,
the jeweler can set stones in various things (sword hilts, flagons, or whatever) or fashion jewelry
from gem material and precious metals. A simple ring will take a week; a bracelet with sculpting
two weeks (with stones set, three); while a crown might require a full year of work. Basically, the
work merely adds either splendor to the character’s personage by the display, or the total value of
the materials can be increased by from 10% to 40%, depending on the skill of the individual doing
the work. Compare the d20 result to the jeweler’s skill level on the table below:

Skill Level
1–4 5–10 11–15 16–18 19
d20 Roll (Fair) (Good) (Superior) (Excellent) (Masterful)
1–2* +10% +20% +30% +40% +40%
3–10 +10% +20% +30% +40% +40%
11–12 +10% +10% +30% +40% +40%
13–14 +10% +10% +10% +30% +30%
15–18 +10% +10% +10% +10% +20%
19–20 Base +10% +10% +10% +20%
1–2*: Roll again; increases are cumulative.
+xx%: Base raw material value is increased by 10% to 40%.
Base: Base raw material value is unchanged.
Weapon Maker: This highly specialized proficiency allows a character to perform the
difficult and highly exacting work involved in the making of metal weapons, particularly those with
blades. The character blends some of the skill of the blacksmith with an ability to work fine detail
to create blades of strength and sharpness. He or she can turn out most weapons at the rate of 1
weapon per day. Exceptions to this rate are listed below. Scabbards for all swords will have to be
manufactured by a leatherworker.

Table 12: WEAPON MAKING

Weapon Construction Time


Arrow heads or quarrel tips 1–2/day
Crossbow, heavy 2 days
Flail 15 days
Lance, spear 3 days
Morning star 6 days
Pole arm 15 days
Scimitar 3 days
Sword, bastard 4 days
Sword, broad 2 days
Sword, falchion 2 days
Sword, khopesh 3 days
Sword, long 3 days
Sword, short 2 days
Sword, two-handed 6 days

When the construction time of a weapon is completed, the player must make a
proficiency check. If the die roll is a failure, but within 4 of the number needed for success, the
weapon is shoddy. A shoddy weapon breaks and becomes useless if the character wielding it
rolls an unmodified 1 on his d20 attack roll. Like all shoddy equipment, a shoddy weapon suffers
a –1 penalty on item saving throws.
A successful check with a +12 penalty, made by a master weapon maker (with at least 1
additional rank in the proficiency), means that a masterwork weapon has been created. The
character must spend additional time equal to the normal construction time of the item to
complete the job. A masterwork weapon receives a +1 bonus to all attack rolls and item saving
throws. These weapons are worth 2d4 times the normal price, except swords, which are worth
2d6 times the normal price.

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