Non-weapon Proficiencies

A player character is more than a collection of combat modifiers. Most people have a variety of skills learned over the years.

For a really complete role-playing character, you should know what your character can do.

Nonweapon proficiencies are much like weapon proficiencies. Each character starts with a specific number of nonweapon proficiency slots and then earns additional slots as he advances. Initial slots must be assigned immediately; they cannot be saved or held in reserve.

Unlike weapon proficiencies, in which some weapons are not available to certain character classes, all nonweapon proficiencies are available to all characters. Some nonweapon proficiencies are easier for certain character classes to learn, however, and some classes automatically get some proficiencies at no cost. For example, Cavaliers automatically have land-based-riding proficiency, and that does not count against their proficiency "slots".

The Non-weapon Proficiencies table lists all nonweapon proficiencies. They are divided into categories that correspond to character groups. The proficiencies listed under each group can be learned easily by characters of that group. A fifth category--"General"--contains proficiencies that can be learned easily by any character.

Refer to the Non-weapon Proficiency Group Crossovers table. When a player selects a nonweapon proficiency from those categories listed under "Proficiency Groups" for his character's group, it requires the number of proficiency slots listed in the Non-weapon Proficiencies by Groups table. When a player selects a proficiency from any other category, it requires one additional proficiency slot beyond the number listed. Multi-classed and dual class characters can select from any of their class groups.

Non-weapon Proficiencies by Groups

General # of Proficiency
Slots Required
Relevant
Ability
Check
Modifier
Agriculture1Intelligence 0
Animal Handling1Wisdom -1
Animal Training1Wisdom 0
Artistic Ability1Wisdom 0
Blacksmithing1Strength 0
Brewing1Intelligence 0
Carpentry1Strength 0
Cobbling1Dexterity 0
Cooking1Intelligence 0
Dancing1Dexterity 0
Direction Sense1Wisdom+1
Etiquette1Charisma 0
Fire-Building1Wisdom -1
Fishing1Wisdom -1
Gold/Silversmithing2Dexterity0
Heraldry1Intelligence 0
Languages, Modern1Intelligence 0
Leatherworking1Intelligence 0
Mining2Wisdom -3
Pottery1Dexterity -2
Riding, Airborne2Wisdom -2
Riding, Land-based1Wisdom+3
Rope Use1Dexterity 0
Seamanship1Dexterity+1
Seamstress/Tailor1Dexterity -1
Singing1Charisma 0
Stonemasonry1Strength -2
Swimming1Strength 0
Weather Sense1Wisdom -1
Weaving1Intelligence -1
Priest # of Proficiency
Slots Required
Relevant
Ability
Check
Modifier
Astrology2Intelligence 0
Engineering2Intelligence -3
Healing1Wisdom +2
Herbalism2Intelligence -2
History, Ancient1Intelligence -1
History, Local1Charisma 0
Languages, Ancient1Intelligence 0
Musical Instrument1Dexterity -1
Navigation1Intelligence -2
Reading/Writing1Intelligence+1
Religion1Wisdom 0
Spellcraft1Intelligence -2
Rogue # of Proficiency
Slots Required
Relevant
Ability
Check
Modifier
Appraising1Intelligence 0
Disguise1Charisma -1
Forgery1Dexterity -1
Gaming1Charisma 0
Gem Cutting2Dexterity -2
History, Ancient1Intelligence -1
History, Local1Charisma 0
Juggling1Dexterity -1
Jumping1Strength 0
Musical Instrument1Dexterity -1
Reading Lips2Intelligence -2
Reading/Writing1Intelligence+1
Set Snares1Dexterity -1
Tightrope Walking1Dexterity 0
Tumbling1Dexterity 0
Warrior # of Proficiency
Slots Required
Relevant
Ability
Check
Modifier
Animal Lore1Intelligence 0
Armorer2Intelligence -2
Bowyer/Fletcher1Dexterity -1
Charioteering1Dexterity+2
Endurance2Constitution 0
Gaming1Charisma 0
Hunting1Wisdom -1
Mountaineering1NANA
Navigation1Intelligence -2
Running1Constitution -6
Set Snares1Intelligence -1
Survival2Intelligence 0
Tracking3Wisdom 0
Weaponsmithing3Intelligence -3
Wizard # of Proficiency
Slots Required
Relevant
Ability
Check
Modifier
Astrology2Intelligence0
Engineering2Intelligence -3
Gem Cutting2Dexterity -2
Herbalism2Intelligence -2
History, Ancient1Intelligence -1
Languages, Ancient1Intelligence 0
Navigation1Intelligence -2
Reading/Writing1Intelligence+1
Religion1Wisdom 0
Spellcraft1Intelligence -2

Non-weapon Proficiency Group Crossovers

Character ClassProficiency Groups
ClericPriest, General
DruidPriest, General
MonkWarrior, Priest, General
FighterWarrior, General
CavalierWarrior, General
PaladinWarrior, Priest, General
RangerWarrior, Wizard, General
MageWizard, General
IllusionistWizard, General
ThiefRogue, General
BardRogue, Warrior, Wizard, General

Using Nonweapon Proficiencies

When a character uses a proficiency, either the attempt is automatically successful, or the character must roll a proficiency check. If the task is simple or the proficiency has only limited game use (such as cobbling or carpentry), a proficiency check is generally not required. If the task the character is trying to perform is difficult or subject to failure, a proficiency check is required. Read the descriptions of the proficiencies for details about how and when each can be used.

If a proficiency check is required, the Non-weapon Proficiencies by Groups table lists which ability is used with each proficiency. Add the modifier (either positive or negative) listed in the table to the appropriate ability score. Then the player rolls 1d20. If the roll is equal to or less than the character's adjusted ability score, the character accomplished what he was trying to do. If the roll is greater than the character's adjusted ability score, the character fails at the task. (A roll of 20 always fails.) The DM determines what effects, if any, accompany failure.

Of course, to use a proficiency, the character must have any tools and materials needed to do the job. A carpenter can do very little without his tools, and a smith is virtually helpless without a good forge. The character must also have enough time to do the job. Certainly, carpentry proficiency enables your character to build a house, but not in a single day! Some proficiency descriptions state how much time is required for certain jobs. Most, however, are left to the DM's judgment.

Rath, skilled as a blacksmith, has been making horseshoes for years. Because he is so familiar with the task and has every tool he needs, the DM lets him make horseshoes automatically, without risk of failure. However, Delsenora has persuaded Rath to make an elaborate wrought-iron cage (she needs it to create a magical item). Rath has never done this before and the work is very intricate, so the DM imposes a penalty of -3 on Rath's ability check.

The DM can raise or lower a character's chance of success if the situation calls for it. Factors that can affect a proficiency check include availability and quality of tools, quality of raw material used, time spent doing the job, difficulty of the job, and how familiar the character is with the task. A positive (helpful) modifier is added to the ability score used for the check. A negative (unhelpful) modifier is subtracted from the ability score.

When two proficient characters work together on the same task, the highest ability score is used (the one with the greatest chance of success). Furthermore, a +1 bonus is added for the other character's assistance. The bonus can never be more than +1, as having too many assistants is sometimes worse than having none.

Nonweapon proficiencies can also be improved beyond the ability score the character starts with. For every additional proficiency slot a character spends on a nonweapon proficiency, he gains a +1 bonus to those proficiency checks. Thus, Rath (were he not an adventurer) might spend his additional proficiency slots on blacksmithing, to become a very good blacksmith, gaining a +1, +2, +3, or greater bonus to his ability checks.

Most nonplayer craftsmen are more accomplished in their fields than player characters, having devoted all their energies to improving a single proficiency.

Other Uses for Non-Weapon Proficiency Slots

Non-weapon Proficiency slots gained later in a career can also be used to raise certain ability scores by one, instead of gaining another proficiency. Initial proficiency slots CANNOT be used for this, even if they are "saved" for later choosing. Abilities can never be raised above 18, and to raise an ability from 16 to 17 takes 2 slots. To raise an ability from 17 to 18 takes 3 slots.

The following abilities can be raised using proficiency slots:

While non-proficiency slots cannot be used to raise the wisdom score, wisdom will go up in the course of adventuring. See Increasing Wisdom.