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.
Warrior: Bowyer/Fletcher.
New: Alertness, Animal Noise, Begging, Fast Talking, Fortune Telling, Observation, Trailing.
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