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As you'll recall from Chapter 1, ninja purchase nonweapon proficiencies from the General, Rogue, and Warrior groups without penalty, and from the Wizard and Priest groups with the standard penalties. Ninja with the Spirit Warrior kit can take proficiencies from the Wizard group without penalty.

Table 12: Nonweapon Proficiency Groups

Proficiency # of Slots
Required
Relevant
Ability
Check
Modifier
General
City Familiarity 1 Intelligence 0
Warrior
Style Analysis 1 Intelligence -1
Rogue
Acting 1 Charisma -1
Assimilation 1 Intelligence 0
Detect Signing 1 Intelligence +1
Enamor 1 Charisma -2
Escape 2 Dexterity 0
Feign/Detect Sleep 1 Intelligence 0
Giant Kite Flying 1 Dexterity -3
Hold Breath 1 Constitution 0
Information Gathering 1 Intelligence Var
Night Vision 1 Wisdom -2
Observation 1 Intelligence 0
Quick Study 2 Varies -3
Toxicology 2 Intelligence 0
Underclass 1 Wisdom 0
Voice Mimicry 2 Charisma Var
Water Walking 1 Dexterity -1

Nonweapon Proficiencies from the Player's Handbook[]

Some nonweapon proficiencies are appropriate to all ninja characters. These include:

General Group: Artistic Ability, Cooking, Dancing, Direction Sense, Etiquette, Firebuilding, Heraldry, Languages (Modern), Riding (Land-based), Rope Use, Singing; (from The Complete Book of Dwarves) Alertness, Locksmithing, Slow Respiration.

Priest Group: (with appropriate penalty) Engineering, Healing, Reading/Writing.

Rogue Group: Blind-fighting, Disguise, Forgery, Gaming, Juggling, Jumping, Musical Instrument, Reading Lips, Set Snares, Tightrope Walking, Tumbling, Ventriloquism; (from The Complete Thief's Handbook) Alertness, Information Gathering, Observation; (from The Complete Bard's Handbook) Acting.

Warrior Group: Running, Tracking.

Wizard Group: (with appropriate penalty) Languages (Ancient), Reading/Writing.

Psionicist: (from The Complete Psionics Handbook, with appropriate penalty) Hypnosis.