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Non Weapon Proficiencies

NWPs by GROUP Format: Name/# slots/Attribute/Modifier

GENERAL

Acting 1 CHARISMA -1
Alertness 1 WISDOM +1
Agriculture 1 INTELLIGENCE 0
Animal Handling 1 WISDOM -1
Animal Training 1 WISDOM 0
Artistic Ability 1 WISDOM 0
Athletics 1 DEXTERITY -1
Begging 1 CHARISMA
Blacksmithing 1 STRENGTH 0
Boat Piloting 1 STRENGTH 0
Boating 2 WISDOM +1
Boatwright 1 INTELLIGENCE -1
Brewing 1 INTELLIGENCE 0
Calligraphy 2 DEXTERITY -2
Carpentry 1 STRENGTH 0
Cartography 1 INTELLIGENCE -2
Chanting 1 CHARISMA +2
Cheesemaking 1 INTELLIGENCE 0
City Familiarity 1 INTELLIGENCE 0
Clothesmaking, Crude 1 INTELLIGENCE -1
Cobbling 1 DEXTERITY 0
Cooking 1 INTELLIGENCE 0
Craft Instrument 2 DEXTERITY -2
Crowd Working 1 CHARISMA 0
Dancing 1 DEXTERITY
Danger Sense 2 WISDOM +1
Debate 1 INTELLIGENCE 0
Deep Diving 2 WISDOM -2
Direction Sense 1 WISDOM +1
Distance Sense 1 WISDOM 0
Etiquette 1 CHARISMA 0
Falconry 1 WISDOM -1
Fire-Building 1 WISDOM -1
Fishing 1 WISDOM -1
Flower Arranging 1 WISDOM 0
Foraging 1 INTELLIGENCE -2
Fortune Telling 4 CHARISMA +2
Fungi Recognition 2 INTELLIGENCE +3
Gaming 1 CHARISMA 0
Haggling 2 WISDOM 0
Heraldry 1 INTELLIGENCE 0
Hiding 2 INTELLIGENCE -1
Landscape Gardening 1 WISDOM -1
Languages, Modern 1 INTELLIGENCE 0
Leather Working 1 INTELLIGENCE 0
Looting 1 DEXTERITY 0
Masseur 1 DEXTERITY 0
Metalworking 1 DEXTERITY 0
Military Science 3 INTELLIGENCE 0
Mining 2 WISDOM -3
Musical Instrument 1 DEXTERITY -1
Observation 1 INTELLIGENCE 0
Origami 1 DEXTERITY 0
Painting 1 DEXTERITY -1
Persuasion 2 CHARISMA 0
Philosophy 1 WISDOM -1
Poetry 2 INTELLIGENCE -2
Politics 2 CHARISMA 0
Pottery 1 DEXTERITY -2
Riding, Airborne 2 WISDOM -2
Riding, Land-based 1 WISDOM +3
Riding, Sea-based 2 DEXTERITY -2
Rope Use 1 DEXTERITY 0
Rowing 1 STRENGTH -1
Sculpting 1 DEXTERITY 0 SP
Seamanship 1 DEXTERITY +1
Seamstress/Tailor 1 DEXTERITY -1
Sign Language 2 INTELLIGENCE +2
Silk Making 1 DEXTERITY -2
Singing 1 CHARISMA 0
Smelting 1 INTELLIGENCE -2
Sound Analysis 1 WISDOM 0
Sound Imitation 2 CHARISMA -2
Stonemasonry 1 STRENGTH -2
Swimming 1 STRENGTH 0
Tattooing 1 DEXTERITY 0
Voice Mimicry 2 CHARISMA
Weapon Improvisation 1 WISDOM -1
Weather Sense 1 WISDOM -1
Weaving 1 INTELLIGENCE -1
Whistling/Humming 1 DEXTERITY +2
Winemaking 1 INTELLIGENCE

PRIEST

Ancient Geography 2 INTELLIGENCE -2
Ancient History 1 INTELLIGENCE -1
Anatomy 1 INTELLIGENCE 0
Architecture 1 INTELLIGENCE
Astrology 2 INTELLIGENCE 0
Bureaucracy 2 INTELLIGENCE 0
Diplomacy 1 WIS/CHR
Dream Interpretation 2 WISDOM -1
Engineering 2 INTELLIGENCE -3
Healing 1 WISDOM -2
Herbalism 2 INTELLIGENCE -2
Languages, Ancient 1 INTELLIGENCE 0
Local History 1 CHARISMA 0
Navigation 1 INTELLIGENCE -2
Omen Interpretation 2 INTELLIGENCE -2
Reading/Writing 1 INTELLIGENCE +1
Religion 1 WISDOM 0
Spellcraft 2 INTELLIGENCE -2
Undead Knowledge 1 WISDOM 0
Vetrinary Healing 1 WISDOM -3
Meditative Focus 1 WISDOM +1

ROGUE

Ancient History 1 INTELLIGENCE -1
Animal Noise 1 WISDOM -1
Appraising 1 INTELLIGENCE 0
Bartering 1 INTELLIGENCE -2
Begging 1 CHARISMA Sp.
Blind-Fighting 2
Camouflage 1 WISDOM 0
Close-quarters Fighting 2 DEXTERITY 0
Detect Signing 1 INTELLIGENCE +1
Diplomacy 1 WIS/CHR
Disguise 1 CHARISMA -1
Drinking 1 CONSTITUTION 1
Endurance 2 CONSTITUTION 0
Escape 2 DEXTERITY 0
Fast-Talking 1 CHARISMA
Feign/Detect Sleep 1 INTELLIGENCE 0
Forgery 1 DEXTERITY -1
Gem Cutting 2 DEXTERITY -2
Giant Kite Flying 1 DEXTERITY -3
Grooming 2 DEXTERITY 0
Herbalism 3 INTELLIGENCE -2
Hunting 1 WISDOM -1
Information Gathering 1 INTELLIGENCE
Intimidation 2 STR/CHA
Juggling 1 DEXTERITY -1
Jumping 1 STRENGTH 0
Local History 1 CHARISMA 0
Locksmithing 1 DEXTERITY 0
Navigation 1 INTELLIGENCE -2
Reading Lips 2 INTELLIGENCE -2
Reading/Writing 1 INTELLIGENCE +1
Riding, Horse Spec. 2 WISDOM +2
Riding, Camel Spec. 2 WISDOM +2
Set Snares 1 DEXTERITY -1
Story Telling 2 CHARISMA
Survival 2 INTELLIGENCE 0
Tightrope Walking 1 DEXTERITY 0
Tracking 3 WISDOM 0
Tumbling 1 DEXTERITY 0
Ventriloquism 1 INTELLIGENCE -2

WARRIOR

Animal Lore 1 INTELLIGENCE 0
Armourer 2 INTELLIGENCE -2
Armourer, Crude 1 INTELLIGENCE -1
Blind-Fighting 2 DEXTERITY
Bowyer/Fletcher 1 DEXTERITY -1
Bowyer/Fletcher, Crude 1 DEXTERITY 0
Camouflage 1 WISDOM 0
Charioteering 1 DEXTERITY +2
Close-quarters Fighting 2 DEXTERITY 0
Display Weapon Prowess 1 DEXTERITY 0
Drinking 1 CONSTITUTION 1
Endurance 2 CONSTITUTION 0
Hunting 1 WISDOM -1
Iaijutsu 1 DEX/INT
Intimidation 1 STR/CHA
Jousting 1 DEXTERITY +2
Leadership 1 CHARISMA 0
Light Sleeping 1 CONSTITUTION -1
Mountaineering 1 STRENGTH
Natural Fighting 2 STRENGTH +1
Navigation 1 INTELLIGENCE -2
Riding, Horse Spec. 2 WISDOM +2
Riding, Camel Spec. 2 WISDOM +2
Running 1 CONSTITUTION -6
Set Snares 1 DEXTERITY -1
Survival 1 CON/DEX
Tactics 1 INTELLIGENCE -1
Tracking 2 WISDOM 0
Trail Marking 1 WISDOM 0
Trail Signs 1 INTELLIGENCE -1
Weaponsmithing 3 INTELLIGENCE -3
Weaponsmithing, Crude 1 WISDOM -3
Wild Fighting 2 CONSTITUTION 0

WIZARD

Ancient History 1 INTELLIGENCE -1
Anatomy 1 INTELLIGENCE 0
Architecture 1 INTELLIGENCE
Astrology 2 INTELLIGENCE 0
Clockwork Creation 2 DEXTERITY 0
Engineering 2 INTELLIGENCE -3
Future History 1 INTELLIGENCE -2
Gem Cutting 2 DEXTERITY -2
Genie Lore 1 INTELLIGENCE 0
Herbalism 2 INTELLIGENCE -2
Languages, Ancient 1 INTELLIGENCE
Navigation 1 INTELLIGENCE -2
Prophecy 1 WISDOM -1
Reading/Writing 1 INTELLIGENCE +1
Religion 1 WISDOM 0
Sorcerous Duelling 2 INTELLIGENCE -1
Spellcraft 1 INTELLIGENCE -2
Time Sense 1 WISDOM -2 Ch
Undead Knowledge 1 WISDOM 0

Architecture

Modified from Dragon Magazine #254, A character with this proficiency is familiar with many different styles of architecture, as well as famous buildings in large and/or ancient cities. He/she has a chance to know many things given close examination of a particular building, including the race that built it and how long it has been standing. He/she may also have a rough idea of the general structure of the building he's examining.

Diplomacy

The character can try to settle arguments (or try to cause them) on a succesful wisdom check, followed by a charisma check. He/she can stop barfights and the like on a succesful charisma check only; no wisdom check nessecary. Negotiation between people or groups who have hated and/or fought each other for a long time requires some penalties on both checks; DM decides. This proficiency could be made into an entire kit (called the "Peacemaker", "Diplomat" or "Negotiator" kit). It's also a good idea to give it as a bonus proficiency to priests of certain gods (e.g. society, peace).

Drinking (alcoholics)

This proficiency allows a character to drink large quantities of alcoholic beverage without suffering ill effects (constitution check). In a drinking contest, the character only has to make half as many constitution checks as the other contestants and gets a cumulative -1 on his/her checks for every check after the first, while the others get a cumulative -2. Also, the character can, on a succesful intelligence check modified by -1, judge the quality of a drink, make a fairly accurate guess about it's price, and can tell (for example) where it came from, which race brewed it, and when. If the drink's completely unlike anything the character has ever tasted or read about (like a prime drinking his or her first Abyssal Ale), he/she, of course, can never identify it.

Grooming

This proficiency was taken from Dragon Magazine #254; I added a few things. This character knows how to make people look good (or bad) through the use of makeup, hair styling, perfume and clothing. A character with the grooming proficiency can temporarily* increase or decrease another character's charisma by 2 (maximum 18), affecting the reactions of those able to view the character. In an alien civilization, grooming could have no effect at all (Mind Flayers wouldn't notice polished finger nails, for example), or an unintended effect (amazons might laugh at a carefully groomed man); this is entirely up to the DM. This proficiency also gives a +2 bonus to the disguise proficiency (he/she can disguise a character with more eye for detail, so the disguise will be better). * The improvement can last anywhere from an hour to a full day, depending on the time spend grooming, and on the quality of the materials used. When the groomed character goes to bed, the effect ends regardless of these factors.

Story Telling

This proficiency was taken from Dragon Magazine #254. A character proficient in story telling can spin a dramatic story about a chosen topic. If the story is about a specific person, then reaction to that person can be modified on a succesful proficiency check. If the person in the story is portrayed as heroic, then the listeners see him as heroic. If the story describes his villainous deeds, then they see him as a villain. The DM may adjust a listener's reaction based on the listeners wisdom and how well the listener knows the subject of the story. If the character sings the story as a ballad, or tells the story to musical accompaniment, he may add a +1 bonus to his proficiency check. This proficiency also allows a character to weave a believable lie. A succesful proficiency check, modified by the listeners magical defense adjustment, means that a given statement is believed by the listener. The DM is encouraged, however, to modify the proficiency check further according to the statements outlandishness. For instance, only the extremely gullible believe that the character has just stuffed an entire black dragon into a belt pouch

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