Table 37c: Rogue Proficiencies

Proficiency
# Slots
Attribute
Modifier
Notes
Source
1
Intelligence
-1
PHB
1
Wisdom
-1
CTHB
1
Intelligence
0
PHB
2
Intelligence
0
PHB
1
Charisma
NA
Special Modifiers
CTHB
2
NA
NA
PHB
2
Intelligence
0
CPHB
1
Wisdom
0
CRHB
2
Dexterity
0
Humanoids Only
CBH
1
Charisma
-1
PHB
2
Constitution
0
PHB
1
Charisma
NA
Special Modifiers
CTHB
1
Intelligence
-2
CRHB
1
Dexterity
-1
PHB
2
Charisma
+2
CTHB
1
Charisma
0
PHB
2
Dexterity
-2
PHB
2
Intelligence
-2
PHB
1
Wisdom
-1
PHB
1
Intelligence
N/A
Special Modifiers
CTHB
1
Special
N/A
Special Modifier
CTHB
1
Dexterity
-1
PHB
1
Strength
0
PHB
1
Charisma
0
PHB
1
Dexterity
0
CTHB
1
Dexterity
0
CTHB
1
Dexterity
-1
PHB
1
Intelligence
0
CTHB
2
Intelligence
-2
PHB
1
Intelligence
+1
PHB
1
Wisdom
0
PHB
1
Dexterity
-1
PHB
2
Intelligence
0
PHB
1
Dexterity
0
PHB
2
Wisdom
0
PHB
1
Intelligence
-1
CRHB
1
Dexterity
0
Special Modifiers
CTHB
1
Dexterity
0
PHB
1
Intelligence
-2
PHB
2
Charisma
0
Special Modifiers
CTHB

Demihumans and Nonweapon Proficiencies

Each demihuman race has its own culture and crafts, and these may be quantified by non-weapon proficiencies. Below is listed each nonhuman AD&D® character race, along with the non-weapon proficiencies that are most highly recommended because they reflect the demihumans' heritage.

Note that these proficiencies are merely recommended, for the sake of characterization. Players are not required to choose from these lists for their demihuman thieves; nor do they receive any as bonus non-weapon proficiencies. If a proficiency is not recommended for the demihuman thief's kit or class, it costs another proficiency slot, just as it would for any other character.

Optional Rule: A demihuman using a recommended proficiency may get a bonus of +1 on any proficiency check he may be required to roll.

Non-weapon proficiency recommendations are listed by category (General, Thief, etc.).

Dwarves

General: Artistic Ability, Blacksmithing, Brewing, Direction Sense, Fire-Building, Mining, Pottery, Rope Use, Stonemasonry.

Thief: Ancient History, Appraising, Blind-Fighting, Gem Cutting, Set Snares.

Priest: Engineering.

Warrior: Armorer, Endurance, Mountaineering, Survival (Hills, Mountains), Weaponsmithing. New: Intimidation, Locksmithing.

Elves and Half-Elves

General: Animal Handling, Artistic Ability, Dancing, Direction Sense, Etiquette, Leatherworking, Rope Use, Seamstress/Tailor, Singing, Weather Sense, Weaving.

Thief: Ancient History, Gaming, Jumping, Local History, Musical Instrument, Set Snares, Tightrope Walking, Tumbling.

Priest: Healing, Healing, Healing.

Warrior: Animal Lore, Bowyer/Fletcher, Hunting, Survival (Woodland), Tracking.

Wizard: Ancient Languages, Astrology, Herbalism, Reading/Writing, Spellcraft.

New: Alertness, Animal Noise, Observation.

Because of their mixed heritage, half-elves may have the full diversity of their human parent, or they may be inclined to take proficiencies like those of other elves (above). It probably depends on who raised the half-elf thief and where. If the optional demihuman proficiency bonus for recommended proficiencies is used, half-elves should receive it when they use the elven-recommended proficiencies listed above, regardless of where they were raised.

Gnomes

General: Artistic Ability, Blacksmithing, Brewing, Carpentry, Cobbling, Mining, Pottery, Rope Use, Stonemasonry.

Thief: Ancient History, Appraising, Disguise, Forgery, Gaming, Gem Cutting, Juggling, Local History, Set Snares, Ventriloquism.

Priest: Ancient Languages, Engineering, Herbalism.

Warrior: Survival (hills, woodlands).

Wizard: Spellcraft.

New: Animal Noise, Locksmithing.

Halflings

General: Agriculture, Brewing, Carpentry, Cobbling, Cooking, Leatherworking, Pottery, Seamstress/Tailor, Weaving.

Thief: Forgery, Gaming, Juggling, Local History, Musical Instrument, Set Snares, Tumbling.

Priest: Healing, Herbalism.

Warrior: Bowyer/Fletcher.

New: Alertness, Animal Noise, Begging, Fast Talking, Fortune Telling, Observation, Trailing.


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