# This is the Nonweapon-Proficiency table # # All text after a '#' is treated as a comment. # Feel free to include your own proficiencies. # # The format is : # # Name (up to 25 characters), followed by a ';' # World (DS = Dark Sun, Std = Standard # If no world is specified, the NWP is available in # all worlds), followed by a ';' # (The ';' is needed even when no world is specified.) # Group (Gen = General,Pri = Priest, Psi = Psionicist, Rog = Rogue, # War = Warrior, Wiz = Wizard), followed by a ';' # Slots (number of slots to learn proficiency) # Attribute (the attribute for the proficiency check plus modifiers) # Acting ; ;Rog ;1 Cha -1 Agriculture ; ;Gen ;1 Int 0 Alertness ; ;Gen ;1 Wis -1 Ancient History ; ;Pri Rog Wiz ;1 Int -1 Animal Handling ; ;Gen ;1 Wis -1 Animal Lore ; ;War ;1 Int 0 Animal Noise ; ;Rog ;1 Wis -1 Animal Training ; ;Gen ;1 Wis 0 Appraising ; ;Rog ;1 Int 0 Arena acting ;DS ;War ;1 Chr -1 Armor Optimization ;DS ;War ;1 Dex -2 Armorer ; ;War ;2 Int -2 Artistic Ability ; ;Gen ;1 Wis 0 Astrology ; ;Pri Wiz ;2 Int 0 Bargain ;DS ;Gen ;1 Wis -2 Begging ; ;Rog ;1 Cha 0 Boating ; ;Gen ;1 Wis +1 Blacksmithing ; ;Gen ;1 Str 0 Blind-fighting ; ;Rog War ;2 --- - Bowyer/Fletcher ; ;War ;1 Dex -1 Brewing ; ;Gen ;1 Int 0 Bureacracy ;DS ;Pri ;1 Cha -2 Carpentry ; ;Gen ;1 Str 0 Craft Instrument ; ;Gen ;1 Dex -2 Chanting ; ;Pri Rog ;1 Cha +2 Charioteering ; ;War ;1 Dex +2 Cobbling ; ;Gen ;1 Dex 0 Cooking ; ;Gen ;1 Int 0 Crowd Working ; ;Rog ;1 Cha 0 Dancing ; ;Gen ;1 Dex 0 Direction Sense ; ;Gen ;1 Wis +1 Dirty tricks ;DS ;War ;1 Wis -2 Disguise ; ;Rog ;1 Cha -1 Endurance ; ;Rog War ;2 Con 0 Engineering ; ;Pri Wiz ;2 Int -3 Etiquette ; ;Gen ;1 Cha 0 Fast-Talking ; ;Rog ;1 Cha 0 Fire-Building ; ;Gen ;1 Wis -1 Fishing ; ;Gen ;1 Wis -1 Forgery ; ;Rog ;1 Dex -1 Fortune Telling ; ;Rog ;2 Cha +2 Gaming ; ;Rog War ;1 Cha 0 Gem Cutting ; ;Psi Rog Wiz ;2 Dex -2 Harness Subconscious ; ;Psi ;2 Wis -1 Healing ; ;Pri ;2 Wis -2 Heat Protection ;DS ;Gen ;1 Int -2 Heraldry ; ;Gen ;1 Int 0 Herbalism ; ;Rog Pri Wiz ;2 Int -2 Hunting ; ;Rog War ;1 Wis -1 Hypnosis ; ;Psi ;1 Cha -2 Information Gathering ; ;Rog ;1 Int 0 Intimidation ; ;Rog ;1 Cha 0 Juggling ; ;Rog ;1 Dex 0 Jumping ; ;Rog ;1 Str 0 Languages, Ancient ; ;Pri Wiz ;1 Int 0 Languages, Modern ; ;Gen ;1 Int 0 Leatherworking ; ;Gen ;1 Int 0 Local History ; ;Pri Rog ;1 Cha 0 Locksmithing ; ;Rog ;1 Dex 0 Looting ; ;Rog ;1 Dex 0 Massage ;DS ;War ;1 Dex 0 Meditative Focus ; ;Psi ;1 Wis +1 Mining ; ;Gen ;2 Wis -3 Mountaineering ; ;War ;1 --- - Musical Instrument ; ;Pri Psi Rog ;1 Dex -1 Navigation ; ;Pri War Wiz ;1 Int -2 Observation ; ;Rog ;1 Int 0 Poetry ; ;Rog ;1 Int -2 Pottery ; ;Gen ;1 Dex -2 Psionic Detection ;DS ;Gen ;1 Wis -2 Reading Lips ; ;Rog ;2 Int -2 Reading/Writing ; ;Pri Wiz Psi ;1 Int +1 Rejuvenation ; ;Psi ;1 Wis -1 Religion ; ;Pri Psi Wiz ;1 Wis 0 Riding, Airborne ; ;Gen ;2 Wis -2 Riding, Land-based ; ;Gen ;1 Wis +3 Rope Use ; ;Gen ;1 Dex 0 Running ; ;War ;1 Con -6 Seamanship ; ;Gen ;1 Dex +1 Seamstress/Tailor ; ;Gen ;1 Dex -1 Sensory alteration ;DS ;Wiz ;2 Int -2 Set Snares ; ;Rog War ;1 Dex -1 Sign Language ;DS ;Gen ;1 Dex 0 Singing ; ;Gen ;1 Cha 0 Somatic Concealment ;DS ;Pri Wiz ;1 Dex -1 Spellcraft ; ;Pri Wiz ;1 Int -2 Stonemasonry ; ;Gen ;1 Str -2 Survival, Jungles ;DS ;War ;2 Int 0 Survival, Mountains ;DS ;War ;2 Int 0 Survival, Rocky badlands ;DS ;War ;2 Int 0 Survival, Salt flats ;DS ;War ;2 Int 0 Survival, Sandy wastes ;DS ;War ;2 Int 0 Survival, Steppes ;DS ;War ;2 Int 0 Survival, Stony barrens ;DS ;War ;2 Int 0 Swimming ; ;Gen ;1 Str 0 Tactics ;DS ;War ;1 Int -1 Taunting ;DS ;War ;1 Wis 0 Tightrope Walking ; ;Rog ;1 Dex 0 Tracking ; ;War ;2 Wis 0 Trailing ; ;Rog ;1 Dex 0 Tumbling ; ;Rog ;1 Dex 0 Ventriloquism ; ;Rog ;1 Int -2 Voice Mimicry ; ;Rog ;2 Cha 0 Water Find ;DS ;Gen ;1 Int 0 Weakness identification ;DS ;War ;2 Wis -2 Weather Sense ; ;Gen ;1 Wis -1 Weapon Improvisation ;DS ;War ;1 Wis -1 Weaponsmithing ; ;War ;3 Int -3 Weaving ; ;Gen ;1 Wis -1 Whistling/Humming ; ;Rog ;1 Dex +2 Wind wagon driving ;DS ;Gen ;4 Dex -3 #Dwarf 2 slots