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If the DM prefers secondary skills to nonweapon proficiencies, barbarian characters should use Table 37 instead of the secondary skill table in Chapter 5 of the Player's Handbook. Players may choose a secondary skill from Table 37 or roll randomly. Random rolls may result in one, two, or no skills. The DM may veto any skill he feels is incompatible with a particular barbarian character.

Table 37: Barbarian Secondary Skills

D100
Roll
Secondary Skill
01-04 Animal Handler (soothe, control, an tame wild animals)
05-06 Artist, Primitive (cave painting, simple sculptures, drumming)
07-09 Bowyer/Fletcher, Crude (construct short bows and arrows from wood, bone, and other natural materials)
10-12 Fire-maker (build fires from natural materials)
13-20 Fisher (swim, small craft handling, hand and spear fishing)
21-30 Forager (locate food, water, stones, small items)
31-39 Forester (basic wood lore)
40-41 Herbalist (identify medicinal and ed ble plants)
42-57 Hunter (stalking and tracking)
58-59 Loremaster (oral historian)
60 Metalworker (copper, bronze, or hammered iron)
61 Soothsayer (tell fortunes, predict future events)
62-63 Storyteller (compose entertain instructive fables)
64-69 Trapper (basic wood lore, snares, skinning)
70-71 Weaponsmithing, Crude (construct and repair simple weapons of nature materials)
72-85 Tribe's most common skill (likely hunting, fishing, or foraging)**
86-00 Roll twice (reroll any result of 86-00)
* The Soothsayer has a knowledge of primitive fortunetelling techniques, such as studying the movement of stars and casting bones. He has no supernatural abilities. If the DM wishes this skill to encompass magical powers, see the Soothsaying proficiency for ideas.
** There is no entry for "No skill of measurable worth." All contribute to the basic survival of the tribe.
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