Updated 4/01/04

Non-Weapon Proficiencies:

I have taken a list of proficiencies drawn from many TSR products (not compiled by

me). I have then pared this down, eliminating some, combining some, altering slots etc.

Each players (regardless of class) starts with 8 initial non-weapon proficiency slots (plus

language bonuses). They then gain additional slots by level as normal for their class. Multiclass

get the additional slots for the class which yields the best non-proficiency returns, not for both classes.

Dual classes get the additional slots for their current active class.

The 8 initial slots are the first level base. With the minimum required slots invested in a proficiency

the player is considered to be at journeyman level. With an additional investment of 2 proficiency slots in a chosen

proficiency, one can achieve a master level proficiency. With a further 2 slots invested in

the proficiency one may become an "adept" in that proficiency. I use a subjective calculus

to determine success utilizing combination of factors (circumstances, role-play, character

attributes) and chance (dice rolls) to determine success or failure of any employment of a

skill. Skills outside one's class cost an extra-slot and must be consistent with the overall

design and background of the character.

General General
Proficiency Slots Required Proficiency Slots Required
Alertness 1 Agriculture 1
Ambidexterity 1 Animal Handling 1
Animal Noise 1 Animal Training 1
Artistic Ability (Draw) 1 Athletics/Tumbling 1
Bargain/Debate 1 Blacksmithing 1
Boating 1 Boatwright 1
Brewing/Distilling 1 Canoe-making 1
Canoeing 1 Carpentry 1
Cartography/Mapping 1 Cooking 1
Craft Instrument 1 Dancing 1
Danger Sense 2 Direction Sense 1
Distance Sense 1 Drinking/Carousing 1
Endurance/Survival-Desert 2 Endurance/Survival-Jungle 2
Endurance/Survival-Woodland 2 Endurance/Survival-Swamp 2
Local History 1 Etiquette and Heraldry 1
Falconry 1 Flint and Obsidian Knapping 1
Foraging/Wilderness Lore 1 Gaming 1
Genealogy 1 Geography 1
Glassblowing 1 Hiding and Evasion 2
Languages, Modern 1 Law and Politics 1
Leatherworking 1 Legends and Lore 1
Local History 1 Luck 1
Massage 1 Metalworking 1
Observation 1 Oration and Rhetoric (Exhortation) 1
Parrying/Fending 2 Poetry 1
Reading/Writing (Fharul Script) 1 Riding, Airborne
(Pegasus/Hippogriffs/Griffins) 2
Riding Airborne
(Flying Carpets) 1
Riding,Airbone
(Dragons/Wyverns) 3
Riding, Equine (Horse, Zebra, Unicorn) 1 Riding, Camel 1
Riding, Flightless Bird 1 Riding, Giant Lizard 1
Riding, Giant Land
(Elephant, Rhinoceros, Baluctherium) 2
Riding, Giant Sand-Worm (Haz Only) 3
Riding, Sea-based (Dolphins, Giant Seahorses,Small Whales) 2 Rope Use 1
Seamanship/Rowing 1 Seamstress/Tailor 1
Shipwright 1 Sign Language 1
Signaling 1 Singing/Whistling 1
Sixth Sense 2 Slow Breathing/Hold Breath 2
Smelting 1 Sound Analysis 1
Spelunking/Underground navigation 2 Stewardship/Business Acumen 1
Statecraft/ Rulership/Politics/Intrigue 1 Stonemasonry 1
Swimming 1 Tattooing 1
Teamster 1 Voice Mimicry 2
Weather Sense 1 Unarmed Combat (Brawling) 1
Weaving 1 Winemaking 1

Priest

Priest

Proficiency Slots Required Proficiency Slots Required
Ancient History 1 Anatomy and Chiurgy (Bonesetting) 1
Astrology, Astronomy and Navigation 2 Calligraphy (Mandatory for Most Clerics) 1
Ceremony, Ritual and Rite 1 Chanting/Energy Focus 1
Charms, Talismans and Wards 2 Crystallography and Crystal Gazing 2
Doomlore (Curses, hexes, geas etc.) 2 Dowsing 1
Dream Interpretation 1 Dreamquest Lore (Shaman Only-Bonus to Shaman) 1
Empathic Naturalism/Nature Spirits and Sprite Lore 2 Forbidden Lore/Tenebrous Knowledge 2
Genie/Elemental Lore 2 Healing 1
Herbalism 2 Hypnosis and Mesmeric Psychology 2
Incite Righteous Anger 2 Intimidation and Awe 1
Languages, Ancient 1 (3 if Written) Mana Reading 2
Mysticism and the Occult 2 Musical Instrument 1
Preaching and Oratory 1 Plane Knowledge 3
Prognostication and Portent Reading 2 Psychopomp (Mandatory for Shamans) 2
Religion 1 Sand Painting (Mystical) 2
Soul Retrieval 2 Spellcraft, Priest 1
Spiritual Healing 2 Spiritual Reading 2
Storytelling 1 Theurgy and Spiritology 2

Rogue Rogue
Proficiency Required Slots Proficiency Required Slots
Acting (Perform) 1 Acrobatics 2
Appraising 1 Ancient History 1
Assassination 2 Awareness 2
Balance 1 Begging 1
Blind-fighting 2 Bounty Hunting 2
Bureaucracy 2 Camouflage/Disguise 1
Chicanery 1 Crowd Working 1
Disable Device 2 Diplomacy 1
Escape Artistry 2 Fast Talking/Bluff/Innuendo 1
Foraging (Urban) 1 Forgery 1
Fortune Telling (Mountebank) 2 Gem Cutting 2
Grappling Hook 1 Information Gathering 1
Intimidation/Interrogation 1 Juggling 1

Warrior Warrior
Proficiency Required Slots Proficiency Required Slots
Animal Lore 1 Arena Acting 1
Armorer 2 Awareness 2
Balance 1 Blind-fighting 2
Bowyer/Fletcher 1 Camouflage 1
Charioteering 1 Dueling/Jousting 1
Grappling Hook 1 Gunnery 1
Intimidation/Interrogation 1 Marksmanship 1
Martial Arts 2 Military Science/Tactics 1
Mountaineering 1 Natural Fighting/Punching/Wrestling 1
Running 1 Set Snares 1
Tracking 2 Trail Marking/Signs 1
Weaponsmithing 3 Weaponsmithing, Crude 1
Wild Fighting (Bezerker) 2

Wizard Wizard
Proficiency RequiredSlots Proficiency RequiredSlots
Alchemy 2
Ancient History 1 Arcane Reading/Writing 2 (See Ancient Languages)
Artifice/Technomancy 3

(Magical Device Construction)

Astrology, Astronomy and Navigation 2
Calligraphy (Mandatory for Wizards) 1 Charms, Talismans and Wards 2
Crystallography and Crystal Gazing 2 Demonological bargaining 2
Doomlore (Curses, hexes, geas etc.) 2 Engineering 2
Forbidden Lore/Tenebrous Knowledge 2 Genie and Elemental Lore 1
Hypnosis and Mesmeric Psychology 2 Languages, Ancient 1 (3 if Written)
Mana Reading 2 Mystical Biology 2
Mystical Botany 2 Numerology 1
Plane Knowledge 2 Sorcerous Dueling 2
Soul Retrieval 2 Spellcraft, Wizard 1
Spelljamming 3 Theurgy and Spiritology 2
Toxicology 2 Voodoo (Obeah) Lore 3


Selected Explanations of Proficiencies