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Nonweapon proficiencies are used to add more depth to a character and to assess his chances of success at certain tasks. Dwarves come from a different cultural background than humans and other races so they do not automatically learn their nonweapon proficiencies from the same groups. Dwarves may draw proficiencies from the groups below, instead of those on pages 54–55 of the Player's Handbook.

The number of slots needed for proficiencies and the ability modifier may differ from those in the Player's Handbook. These changed costs and ability modifiers are used for dwarf characters only.

Initial nonweapon proficiencies have been selected for the various dwarf kits in the next chapter. If you are using the kits, the tables below are only useful when the character gains experience and becomes eligible for additional slots. If you design your own kits, or do not use kits, these tables will still prove useful.

There are six dwarf nonweapon proficiency groups: General, Crafts, Warrior, Rogue, Priest, and Special Background. When a player selects a proficiency from those categories listed under "Proficiency Groups," it requires the number of proficiency slots listed. If a proficiency is selected from any other category, it will require one additional proficiency slot beyond the number listed. A proficiency not listed in any of the dwarf groups may still be purchased (from the Player's Handbook or other supplement), but at the cost of two additional proficiency slots

General Group: This group is available to all dwarves. It is part of their background and training.

Craft Group: The craft group represents the clan-based nature of dwarf society and the long apprenticeships that young dwarves undergo before becoming adults. A dwarf may choose one craft at no cost in proficiency slots.

Warrior, Priest, and Rogue Groups: Multi-classed characters may select proficiencies for each of their classes. A warrior/priest could choose from both Warrior and Priest groups.

Special Background: This group is only used if the dwarf is from an unusual background, such as dwarves who live in a stronghold subject to heavy flooding during the spring thaw. These dwarves would have learned to swim to avoid drowning when their tunnels filled with water. They may also have become expert boatwrights and boat handlers.

Dwarf Nonweapon Proficiency Groups

GENERAL
Proficiency Slots Relevant
Ability
Check
Modifier
Animal Handling 1 Wisdom -1
Appraising 1 Intelligence +3
Artistic Ability 1 Wisdom 0
Dancing 1 Dexterity 0
Direction Sense 1 Wisdom +2*
Dwarf Runes 1 Intelligence +2
Endurance 1 Constitution 0
Etiquette 1 Charisma 0
Fire-Building 1 Wisdom -1
Fungi Recognition 1 Intelligence +3
Heraldry 1 Intelligence 0
Languages, Modern 1 Intelligence 0
Local Dwarf History 1 Charisma +2
Riding, Land-Based 1 Wisdom -2
Rope Use 1 Dexterity 0
Sign Language 1 Intelligence +2
Signalling 1 Intelligence +2
Singing 1 Charisma +2
Slow Respiration 1 N/A N/A
Sound Analysis 1 Wisdom 0
Survival, Underground 1 Intelligence 0
Underground Navigation 1 Intelligence 0
* Underground only
CRAFTS
Proficiency Slots Relevant
Ability
Check
Modifier
Agriculture 1 Intelligence 0
Animal Training 1 Wisdom 0
Armorer 1 Intelligence 0
Blacksmithing 1 Strength +1
Bowyer/Fletcher 1 Dexterity 0
Brewing 1 Intelligence +1
Carpentry 1 Strength 0
Cobbling 1 Dexterity 0
Cooking 1 Intelligence 0
Engineering 2 Intelligence 0
Gem Cutting 1 Dexterity 0
Herbalism 2 Intelligence 0
Leatherworking 1 Intelligence 0
Locksmithing 1 Dexterity +1
Mining 1 Wisdom 0
Pottery 1 Dexterity -3
Seamstress/Tailor 1 Dexterity -2
Smelting 1 Intelligence 0
Stonemasonry 1 Strength 0
Weaponsmithing 2 Intelligence -1
Weaving 1 Intelligence -2
WARRIOR
Proficiency Slots Relevant
Ability
Check
Modifier
Alertness 1 Wisdom +1
Animal Lore 1 Intelligence 0/+1
Blind-fighting 1 N/A N/A
Gaming 1 Charisma 0
Hunting 1 Wisdom -2
Intimidation 1 Strength/
Charisma
0
Mountaineering 1 N/A N/A
Survival
(Hills, Mountains)
1 N/A N/A
THIEF
Proficiency Slots Relevant
Ability
Check
Modifier
Alertness 1 Wisdom 1
Blind-fighting 1 N/A N/A
Disguise 1 Charisma -2
Forgery 2 Dexterity -1
Gaming 1 Charisma 0
Lip Reading 1 Intelligence -2
Local History 1 Charisma 0
Juggling 1 Dexterity -2
Musical Instrument 1 Dexterity -2
Pest Control 1 Wisdom 0
Set Snares 1 Dexterity -1
Tightrope Walking 1 Dexterity 0
Tumbling 1 Dexterity 0
Ventriloquism 1 Intelligence -2
PRIEST
Proficiency Slots Relevant
Ability
Check
Modifier
Ancient History 1 Intelligence 0
Astrology 2 Intelligence 0
Healing 2 Wisdom -2
Herbalism 2 Intelligence -2
Languages, Ancient 1 Intelligence 0
Local History 1 Charisma 0
Musical Instrument 1 Dexterity -2
Reading/Writing 1 Intelligence +1
Religion 1 Wisdom 0
Spellcraft 1 Intelligence -2
SPECIAL BACKGROUND
Proficiency Slots Relevant
Ability
Check
Modifier
Boating 1 Wisdom 0
Boatwright 1 Intelligence -2
Fishing 1 Wisdom -1
Mountaineering 1 N/A N/A
Navigation 1 Intelligence -3
Riding, Airborne 2 Wisdom 2
Survival 2 Intelligence 0
Swimming 1 Strength -1
Weather Sense 1 Wisdom -1
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