Chapter 2: Proficiencies |
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Proficiencies |
New Proficiencies |
Proficiencies List |
Alertness · Animal Noise · Begging · Boating · Endurance · Fast-Talking · Fortune Telling · Herbalism · Hunting · Information Gathering · Intimidation · Locksmithing · Looting · Navigation · Observation · Reading/Writing · Survival · Tracking · Trailing · Voice Mimicry |
Demihumans and Nonweapon Proficiencies |
Dwarves Elves and Half-Elves Gnomes · Halflings |
Each demihuman race has its own culture and crafts, and these may be quantified by nonweapon proficiencies. Below is listed each nonhuman AD&D® character race, along with the nonweapon proficiencies that are most highly recommended because they reflect the demihumans' heritage.
Note that these proficiencies are merely recommended, for the sake of characterization. Players are not required to choose from these lists for their demihuman thieves; nor do they receive any as bonus nonweapon proficiencies. If a proficiency is not recommended for the demihuman thief's kit or class, it costs another proficiency slot, just as it would for any other character.
Optional Rule: A demihuman using a recommended proficiency may get a bonus of +1 on any proficiency check he may be required to roll.
Nonweapon proficiency recommendations are listed by category (General, Thief, etc.).
Dwarves[]
General: Artistic Ability, Blacksmithing, Brewing, Direction Sense, Fire-Building, Mining, Pottery, Rope Use, Stonemasonry.
Thief: Ancient History, Appraising, Blind-fighting, Gem Cutting, Set Snares.
Priest: Engineering.
Warrior: Armorer, Endurance, Mountaineering, Survival (Hills, Mountains), Weaponsmith.
New: Intimidation, Locksmithing.
Elves and Half-Elves[]
General: Animal Handling, Artistic Ability, Dancing, Direction Sense, Etiquette, Leatherworking, Rope Use, Seamstress/Tailor, Singing, Weather Sense, Weaving.
Thief: Ancient History, Gaming, Jumping, Local History, Musical Instrument, Set Snares, Tightrope Walking, Tumbling.
Priest: Healing.
Warrior: Animal Lore, Bowyer/Fletcher, Hunting, Survival (Woodland), Tracking.
Wizard: Ancient Languages, Astrology, Herbalism, Reading/Writing, Spellcraft.
New: Alertness, Animal Noise, Observation.
Because of their mixed heritage, half-elves may have the full diversity of their human parent, or they may be inclined to take proficiencies like those of other elves (above). It probably depends on who raised the half-elf thief and where. If the optional demi-human proficiency bonus for recommended proficiencies is used, half-elves should receive it when they use the elven-recommended proficiencies listed above, regardless of where they were raised.
Gnomes[]
General: Artistic Ability, Blacksmithing, Brewing, Carpentry, Cobbling, Mining, Pottery, Rope Use, Stonemasonry.
Thief: Ancient History, Appraising, Disguise, Forgery, Gaming, Gem Cutting, Juggling, Local History, Set Snares, Ventriloquism.
Priest: Ancient Languages, Engineering, Herbalism.
Warrior: Survival (hills, woodlands).
Wizard: Spellcraft.
New: Animal Noise, Locksmithing.
Halflings[]
General: Agriculture, Brewing, Carpentry, Cobbling, Cooking, Leatherworking, Pottery, Seamstress/Tailor, Weaving.
Thief: Forgery, Gaming, Juggling, Local History, Musical Instrument, Set Snares, Tumbling.
Priest: Healing, Herbalism.
Warrior: Bowyer/Fletcher.
New: Alertness, Animal Noise, Begging, Fast-Talking, Fortune Telling, Observation, Trailing.