The most detailed
method for handling character skills is that
of nonweapon proficiencies. These are
much like weapon proficiencies. Each character starts with a specific number of nonweapon proficiency slots and then earns
additional slots as he advances. Initial slots
must be assigned immediately; they cannot
be saved or held in reserve.
Nonweapon proficiencies are the most
detailed way to handle the question of what
the player character knows. They allow the
player to choose from a broad selection and
define the effects of each choice. Like the
other methods, however, this system is not
without drawbacks. First, nonweapon proficiencies are rigid. Being so defined, they
limit the options of both the player and DM.
At the same time, there will still be questions unanswered by these proficiencies.
Whereas before such questions were broad,
they will now tend to be more precise and
detailed. Secondly, using this system
increases the amount of time needed to create a character. While the end resull is a
more complete, well-rounded person, setup time can take up to two or three hours.
Novice players especially may be overwhelmed by the number of choices and
rules.
Unlike weapon proficiencies, in which some weapons are not available to certain
character classes, all nonweapon proficiencies are available to all characters. Some
nonweapon proficiencies are easier for certain character classes to learn, however.
All nonweapon profidencies are listed following the links below. This list is constantly evolving. They are divided inlo categories that
correspond to character groups. The proficiencies listed under each group can be
learned easily by characters of that group.
A fifth category - "General" - contains
proficiencies that can be learned easiJy by
any character.
Refer to each table (General, Warrior, etc.) When a player selects a
nonweapon proficiency from those categories listed under "Proficiency Groups" for
his character's group (i.e. Warriors), it requires the number
of proficiency slots listed on that tble (for example, the "Gaming" proficiency requires 1 slot to be taken by a warrior). When a
player selects a proficiency from any other
category ( a non-priest taking a proficiency from the priest category, for example), it requires one additional proficiency slot beyond the number listed.
Using Nonweapon Proficiencies
When a character
uses a proficiency, either the attempt is automatically successful or the character must
roll a proficiency check, If the task is simple
or the proficiency has only limited game use
(such as cobbling or carpentry), a proficiency check is generally not required. If the
task the character is trying to perform is difficult or subject to failure, a proficiency
check is required. Read the descriptions of
the proficiencies for details about how and
when each can be used.
If a proficiency check is required, each proficiency lists which ability is used with each proficiency. Add the modifier (either positive or
negative) listed in the table to the appropriate ability score. Then the player rolls 1d20.
If the roll is equal to or less than the character's adjusted ability score, the character accomplished what he was trying to do. If the
roll is greater than the character's ability
score, the character fails at the task, (A roll
of 20 always fails.) The DM determines
what effects, if any, accompany failure.
Of course, to use a proficiency, the character must have any tools and materials
needed to do the job. A carpenter can do
very little without his tools, and a smith is
virtually helpless without a good forge. The
character must also have enough time to do
the job. Certainly, carpentry proficiency enables your character to build a house, but
not in a single day! Some profiCiency descriptions state how much time is required
for certain jobs, Most, however, are left to
the DM's judgment.
The DM can raise or lower a characttr's
chance of success if the situation calls for
it. Factors that can affect a proficiency
check include availability and qualily of
tools, quality of raw material used, time
spent doing the job, difficulty of the job,
and how familiar the character is with the
task. A positive modifier is added to the
abilily score used for the check. A negative
modifier is subtracted from the ability
score.
Rath, skilled as a blacksmith. has been
making horseshoes for years. Because he is
so familiar with the task and has every tool
he needs, the DM lets him make horseshoes
automatically, without risk of failure. However, Delsenora has persuaded Rath to make
an elaborate wrought-iron cage (she needs it
to create a magical item). Rath has never
done this before and the work is very intricate, so the DM imposes a penalty of -3 on
Rath's ability check.
When two proficient characters work together on the same task, the highest ability
score is used (the one with the greatest
chance of success). Furthermore, a +1 bonus is added for the other character's assistance. The bonus can never be more than
+1, as having too many assistants is sometimes worse than having none.
Non-weapon proficiencies can also be improved beyond the ability score the characler starts with. For every additional
proficiency slot a character spends on a
non-weapon proficiency, he gains a +1 bonus to those proficiency checks. Thus, Rath
(were he not an adventurer) might spend his
additional proficiency slots on blacksmithing, to become a very good blacksmith,
gaining a +1, +2, +3, or greater bonus to
his abilily checks.
Many non-player craftsmen are more accomplished in their fields than player
characters, having devoted all their energies
to improving a single proficiency. Likewise,
old masters normally have more talent than
young apprentices - unless the youth has an
exceptional ability score! However, age is
no assurance of talent. Remember that
knowing a skill and being good at it are two
different things. There are bad potters,
mediocre potters, and true craftsmen. All
this has much less to do with age than with
dedication and talent .
Psionic Nonweapon Proficiencies
Weapon Proficiency Slots
Group | Initial | #Level | Penalties |
---|
Warrior | 4 | 3 | -2 |
Wizard | 1 | 6 | -5 |
Priest | 2 | 4 | -3 |
Rogue | 2 | 4 | -3 |
Initial Non-weapon Proficiencies is the number of non-weapon proficiency slots that character has at 1st level.
Weapon Proficiency Slots
Group | Initial | #Level | Penalties |
---|
Warrior | 4 | 3 | -2 |
Wizard | 1 | 6 | -5 |
Priest | 2 | 4 | -3 |
Rogue | 2 | 4 | -3 |
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