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Table 34: Proficiency Slots

Table 34: Proficiency Slots
Weapon
Proficiencies
Non-Weapon
Proficiencies
Group Inital #Levels Penalty Initial #Levels
Cleric 2 4 -3 4 3
Thief 2 4 -3 3 4
Fighter 4 3 -2 3 3
Wizard 1 6 -5 4 3

Table 35: Specialist Attacks Per Round

Table 35: Specialist Attacks Per Round
Fighter
Level
Melee
Weapon
Light
X-bow
Heavy
X-bow
Thrown
Dagger
Thrown
Dart
Other (Non-bow)
Missiles
1-6 3 attacks
in 2 rounds
1 attack
in 1 round
1 attack
in 2 rounds
3 attacks
in 1 round
4 attacks
in 1 round
3 attacks
in 2 rounds
7-12 2 attacks
in 1 round
3 attacks
in 2 rounds
1 attack
in 1 round
4 attacks
in 1 round
5 attacks
in 1 round
2 attacks
in 1 round
13+ 5 attacks
in 2 rounds
2 attacks
in 1 round
3 attacks
in 2 rounds
5 attacks
in 1 round
6 attacks
in 1 round
5 attacks
in 2 rounds

Table 36: Secondary Skills

Table 36: Secondary Skills
D100
Roll
Secondary Skill
01-02 Armorer (make, repair & evaluate armor and weapons)
03-04 Bowyer/Fletcher (make, repair, & evaluate bows and arrows)
05-10 Farmer (basic agriculture)
11-14 Fisher (swimming, nets, and small boat handling)
15-20 Forester (basic wood lore, lumbering)
21-23 Gambler (knowledge of gambling games)
24-27 Groom (animal handling)
28-32 Hunter (basic wood lore, butchering, basic tracking)
33-34 Jeweler (appraisal of gems and jewelry)
35-37 Leather worker (skinning, tanning)
38-39 Limner/Painter (map making, appraisal of art objects)
40-42 Mason (stone-cutting)
43-44 Miner (stone-cutting, assaying)
45-46 Navigator (astronomy, sailing, swimming, navigation)
47-49 Sailor (sailing, swimming)
50-51 Scribe (reading, writing, basic math)
52-53 Shipwright (sailing, carpentry)
54-56 Tailor/Weaver (weaving, sewing, embroidery)
57-59 Teamster/Freighter (animal handling, wagon-repair)
60-62 Trader/Barterer (appraisal of common goods)
63-66 Trapper/Furrier (basic wood lore, skinning)
67-68 Weaponsmith (make, repair, & evaluate weapons)
69-71 Woodworker/Carpenter (carpentry, carving)
72-85 No skill of measurable worth
86-00 Roll twice (reroll any result of 86-00)

Table 37: Nonweapon Proficiency Groups

General
Proficiency # of Slots
Required
Relevant Ability Check
Modifier
Agriculture 1 Intelligence 0
Animal Handling 1 Wisdom -1
Animal Training 1 Wisdom 0
Artistic Ability 1 Wisdom 0
Blacksmithing 1 Strength 0
Brewing 1 Intelligence 0
Carpentry 1 Strength 0
Cobbling 1 Dexterity 0
Cooking 1 Intelligence 0
Dancing 1 Dexterity 0
Direction Sense 1 Wisdom 1
Etiquette 1 Charisma 0
Fire-building 1 Wisdom -1
Fishing 1 Wisdom -1
Heraldry 1 Intelligence 0
Languages, Modern 1 Intelligence 0
Leatherworking 1 Intelligence 0
Mining 2 Wisdom -3
Pottery 1 Dexterity -2
Riding, Airborne 2 Wisdom -2
Riding, Land-Based 1 Wisdom 3
Rope Use 1 Dexterity 0
Seamanship 1 Dexterity 1
Seamstress/Tailor 1 Dexterity -1
Singing 1 Charisma 0
Stonemasonry 1 Strength -2
Swimming 1 Strength 0
Weather Sense 1 Wisdom -1
Weaving 1 Intelligence -1
Priest
Proficiency # of Slots
Required
Relevant Ability Check
Modifier
Ancient History 1 Intelligence -1
Astology 2 Intelligence 0
Engineering 2 Intelligence -3
Healing 2 Wisdom -2
Herbalism 2 Intelligence -2
Languages, Ancient 1 Intelligence 0
Local History 1 Charisma 0
Musical Instrument 1 Dexterity -1
Navigation 1 Intelligence -2
Reading/Writing 1 Intelligence 1
Religion 1 Wisdom 0
Spellcraft 1 Intelligence -2
Rogue
Proficiency # of Slots
Required
Relevant Ability Check
Modifier
Ancient History 1 Intelligence -1
Appraising 1 Intelligence 0
Blind-fighting 2 NA NA
Disguise 1 Charisma -1
Forgery 1 Dexterity -1
Gaming 1 Charisma 0
Gem Cutting 2 Dexterity -2
Juggling 1 Dexterity -1
Jumping 1 Strength 0
Local History 1 Charisma 0
Musical Instrument 1 Dexterity -1
Reading Lips 2 Intelligence -2
Set Snares 1 Dexterity -1
Tightrope Walking 1 Dexterity 0
Tumbling 1 Dexterity 0
Ventriloquism 1 Intelligence -2
Warrior
Proficiency # of Slots
Required
Relevant Ability Check
Modifier
Animal Lore 1 Intelligence 0
Armorer 2 Intelligence -2
Blind-fighting 2 NA NA
Bowyer/Fletcher 1 Dexterity -1
Charioteering 1 Dexterity 2
Endurance 2 Constitution 0
Gaming 1 Charisma 0
Hunting 1 Wisdom -1
Mountaineering 1 NA NA
Navigation 1 Intelligence -2
Running 1 Constitution -6
Set Snares 1 Intelligence -1
Survival 2 Intelligence 0
Tracking 2 Wisdom 0
Weaponsmithing 3 Intelligence -3
Wizard
Proficiency # of Slots
Required
Relevant Ability Check
Modifier
Ancient History 1 Intelligence -1
Astrology 2 Intelligence 0
Engineering 2 Intelligence -3
Gem Cutting 2 Dexterity -2
Herbalism 2 Intelligence -2
Languages, Ancient 1 Intelligence 0
Navigation 1 Intelligence -2
Reading/Writing 1 Intelligence 1
Religion 1 Wisdom 0
Spellcraft 1 Intelligence -2

Table 38: Nonweapon Proficiency Group Crossovers

Table 38: Nonweapon Proficiency Group Crossovers
Class Proficiency Groups
Fighter Warrior, General
Paladin Warrior, Priest, General
Ranger Warrior, Wizard, General
Cleric Priest, General
Druid Priest, Warrior, General
Mage Wizard, General
Illusionist Wizard, General
Thief Rogue, General
Bard Rogue, Warrior, Wizard, General


Table 39: Tracking Modifiers

Table 39: Tracking Modifiers
Terrain Modifier
Soft or muddy ground +4
Thick brush, vines, or reeds +3
Occasional signs of passage, dust +2
Normal ground, wood floor 0
Rocky ground or shallow water -10
Every two creatures in the group +1
Every 12 hours since trail was made -1
Every hour of rain, snow, or sleet -5
Poor lighting (moon or starlight) -6
Tracked party attempts to hide trail -5

Table 40: Movement While Tracking

Table 40: Movement While Tracking
Chance to Track Movement Rate
1-6 ¼ normal
7-14 ½ normal
14 or greater ¾ normal

Table 41: Weapon Construction

Table 41: Weapon Construction
Weapon Construction Time Material Cost
Arrowhead 10/day 1 cp
Battle Axe 10 days 10 sp
Hand Axe 5 days 5 sp
Dagger 5 days 2 sp
H. Crossbow 20 days 10 sp
L. Crossbow 15 days 5 sp
Fork, Trident 20 days 10 sp
Spear, Lance 4 days 4 sp
Short Sword 20 days 5 sp
Long Sword 30 days 10 sp
2-hd Sword 45 days 2 gp


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