© 1995, 1998, 1999 v3.1 - HTML 3rd Edition
by Carey A. Mueller
Weapon proficiency slots can be traded in for 2 non-weapon slots. Two non-weapon slots can be traded in for 1 weapon slot.
The bonus languages granted by a high intelligence are treated as non-weapon proficiency slots. They do not have to be used solely for languages.
Depending on your characters origins, he/she/it may get additional non-weapon proficiencies. These are a matter of being born and raised in a certain environment. The details of your characters history may alter these bonus proficiencies (like a Plainsman raised in the Freelands since birth would get the Freelander bonuses). These proficiencies are in addition to any gained from Intelligence slots or from kits (out of the various Handbooks). The list below shows who gets what from their homeland.
A lot. Fighters can specialize in weapons, gain special combat maneuvers, and so on. Mages and priests can specialize in casting certain types of spells and buy reduced casting times. I havent worked any extras out for thieves yet. Most of this is still in development. If you want to know more, ask.
I may give extra proficiency slots above and beyond what the character normally gets if the character concept is particularly interesting or if logic would dictate the character would have extra skill in the given area. Past examples of this include: Giving free slots in Blind-fighting to a blind weaponmaster, extra weaponsmithing, armor-making, and blacksmithing slots for a Dwarven smith who was 130 years old when he started adventuring, and extra slots in brewing to the son of a brewer who wanted to open his own tavern.
| Race | Proficiencies |
| Aryan | Survival, Arctic; Ethkaldi |
| Avernian | Survival, Jungle; Shavishere |
| Cithas | Survival, Forest; Athosi-veyr |
| Dandrian | Mining or Farming; Kehkrian |
| Darklander | Sailing; Urdawi |
| Diaunese | Survival, Tundra; Kehkrian |
| Dracaean | Survival, Barrens; Iianj |
| Drakken | Parent Dragon language, Iianj |
| Duanan | Survival, Plains; Rhyshel |
| Dwarf (Any) | (Choose 1) Weaponsmith, Blacksmith, Mining, Stonemasonry; Chak Haraen |
| Elf, Silver Forest | Survival, Forest; Athosi-veyr |
| Elf, Desert | Survival, Desert; Upai or Athosi-veyr |
| Elf, Avernian | Survival, Jungle; Shavishere or Athosi-veyr |
| Elf, Peacewood | Survival, Forest; Drow and Athosi-veyr |
| Freelander | Choose any 2 from the other human lands |
| Gnome | Gem Cutting or Artistic Ability (Jewelry); Getharin |
| Halfling | Haggling; Ithkas |
| Hartlander | (Choose 1) Dancing, Farming, Fishing, Etiquette, Heraldry; Perhadese |
| Illdarin | (Choose 1) Planar lore, Ancient History (any), Religion. |
| Karanukese | (Choose any 1 slot proficiency from Rogues list), Tastarien |
| Karuthean | Wide variety possible - choose one appropriate; Hishanji |
| Kathnyri | (Choose 1) Mining, Stonemasonry, Chak Haraen; Athrashi |
| Mraas | Survival, Mountains; Mraas |
| Plainsman | Survival, Plains; Riding, Land-based; vhinsain |
| Ralkstagian | Religion (Accuris), Bitharese |
| Tatheari | (Choose 1) Artistic Ability, Musical Instrument, Singing; Kasaresh |
| Thri-kreen | Survival - Desert; Thri-kreen |
After youve determined how many proficiency slots your character gets (from Intelligence or from kits out of the various Handbooks), youll want to start selecting languages your character can speak or read. In general, your character can start only with languages of lands that border his own, but there are obvious exceptions. If your Aryan mage wants to learn to speak the language of Gold Dragons, talk to me.
The Language Map shows how the various languages relate to each other. Of course, Tradespeak is in the middle since it is a polyglot of many languages. What this means is that someone who speaks Upai, for example, has a better chance of understanding someone speaking Teshian than normal. By the same token, Jin Asi-veyr is so distantly removed from Kehkrian that they wont understand each other.
People who speak languages that are closely linked (i.e. Jin Asi-veyr and Athosiveyr) can understand roughly 1/3 to 1/4 of what the other person is saying. The greater the "distance" between languages (i.e. Ainjiak and Tradespeak), the less likely the two speakers will understand each other. (In other words, if you roll a 1 on a d20, you might get the general gist of what the other person is saying.)
These languages dont appear on the map simply because they are either very rare, or not well-known: gnoll, kobold, various giant-kind languages, lizard man, and various Draconic languages.
Those languages with a written form have an asterisk (*) next to them. There is a written form of Shavishere, but it is extremely rare. It is probable that only the Ogre Magi Lords of Avernia can use written Shavishere, much less translate it.
There is no written Kehkrian. Instead, a general group of symbols and pictograms are used. Only the shamans and wisewomen of the Diaunese tribes can translate it.
A weapon proficiency slot can be converted to 2 non-weapon slots. Two non-weapon slots can be converted to 1 weapon proficiency slot. Below is a comprehensive list of non-weapon proficiencies from the 2nd Edition books as I can get, with others that have been created added in. The proficiencies are listed in the following format: Proficiency name (slots required/ability score/modifier). Remember that all modifiers apply to the ability score.
For the most part, the proficiency name pretty much describes what it does. DM created proficiencies are described below.
NOTE: In the listing below, the 1st number in parentheses is the number of non-weapon slots the proficiency requires, the middle three letters are the stat it is based on, and the last number is the modifier applied to the stat.
| General | Priest | Reading/Writing (1/Int/+1) | Engineering (2/Int/-3) |
| Agriculture (1/Int/0) | Ancient History (1/Int/-1) | Reading Lips (2/Int/-2) | Gem Cutting (2/Dex/-2) |
| Alertness (1/Wis/+1) 1 | Astrology (2/Int/0) | Set Snares (1/Dex/-1) | Herbalism (2/Int/-2) |
| Animal Handling (1/Wis/-1) | Engineering (2/Int/-3) | Sign Language (1/Int/+2) 4 | Languages, Ancient (1/Int/0) |
| Animal Training (1/Wis/0) | Healing (2/Wis/-2) | Signalling (1/Int/+2) 4 | Navigation (1/Int/+1) |
| Artistic Ability (1/Wis/0) | Herbalism (2/Int/-2) | Slow Respiration (1/NA/NA) 4 | Reading/Writing (1/Int/+1) |
| Blacksmithing (1/Str/0) | Languages, Ancient (1/Int/0) | Smelting (1/Int/0) 4 | Religion (1/Wis/0) |
| Boating (1/Cha/Special) 1 | Local History (1/Cha/0) | Sound Analysis (1/Wis/0) 4 | Spellcraft (1/Int/-2) |
| Boatwright (1/Int/-2) 4 | Musical Instrument (1/Dex/-1) | Survival (2/Int/0) | Psionics Handbook |
| Brewing (1/Int/0) | Navigation (1/Int/-2) | Survival - Underground (1/Int/0) 4 | Crystal Focus (1/Wis/-1)5 |
| Camouflage (1/wis/0) 3 | Reading/Writing (1/Int/+1) | Tightrope Walking (1/Dex/0) | Gem Cutting (2/Dex/-2) |
| Carpentry (1/Str/0) | Religion (1/Wis/0) | Tracking (2/Wis/0) | Harness Subconscious (2/Wis/-1) |
| Cartography (1/Int/-2) 3 | Spellcraft (1/Int/-2) | Trail Signs (1/Int/-1) 3 | Hypnosis (2/Cha/-2) |
| Cobbling (1/Str/0) | Veterinary Healing (1/Wis/-3) 3 | Trailing (1/Dex/Special) 1 | Rejuvenation (1/Wis/-1) |
| Cooking (1/Int/0) | Rogue | Tumbling (1/Dex/0) | Meditative Focus (1/Wis/+1) |
| Dancing (1/Dex/0) | Acting (1/Cha/-1) 2 | Underground Navigation (1/Int/0) 4 | Musical Instrument (1/Dex/-1) |
| Direction Sense (1/Wis/+1) | Ancient History (1/Int/-1) | Ventriloquism (1/Int/-2) | Power Manipulation (2/Int/-4)5 |
| Distance Sense (1/Wis/0) 3 | Animal Noise (1/Wis/-1) 1 | Voice Mimicry (2/Cha/Special) 1 | Psionic Lore (1/Int/+1)5 |
| Dwarf Runes (1/Int/+2) 4 | Appraising (1/Int/0) | Whistling/Humming (1/Dex/+2) 2 | Reading/Writing (1/Int/+1) |
| Etiquette (1/Cha/0) | Begging (1/Cha/Special) 1 | Warrior | Religion (1/Wis/0) |
| Falconry (1/Wis/-1) 3 | Blind Fighting (2/NA/NA) | Animal Lore (1/Int/0) | Special Skills (These skills are available only under special circumstances.) |
| Fire-building (1/Wis/-1) | Chanting (1/Cha/+2) 2 | Armorer (2/Int/-2) | Daemonlore (2/Int/-1)* |
| Fishing (1/Wis/-1) | Craft Instrument (2/Dex/-2) | Blind Fighting (2/NA/NA) | Demonlore (2/Int/-1)* |
| Fungi Recognition (1/Int/+3) 4 | Crowd Working (1/Cha/0) 2 | Bowyer/Fletcher (1/Dex/-1) | Devil lore (2/Int/-1)* |
| Heraldry (1/Int/0) | Disguise (1/Cha/-1) | Charioteering (1/Dex/+2) | Dragonlore (2/Int/-1)* |
| Languages, Modern (1/Int/0) | Endurance (2/Con/0) 1 | Endurance (2/Con/0) | Planar lore (2/Int/-4)* |
| Leatherworking (1/Int/0) | Fast-Talking (1/Cha/Special) 1 | Foraging (1/Int/-2) 3 | Undead lore (2/Int/-1)* |
| Locksmithing (1/Dex/+1) 4 | Foraging (1/Int/-2) 3 | Gaming (1/Cha/0) | * DM-created NWP |
| Mining (2/Wis/-3) | Forgery (1/Dex/-1) | Hunting (1/Wis/-1) | 1 Thieves Handbook |
| Observation (1/Int/0) 1 | Fortune Telling (2/Cha/+2) 1 | Leadership (1/Cha/NA)* | 2 Bards Handbook |
| Persuasion (1/Cha/0) 3 | Herbalism (2/Int/-2) | Military Tactics & Strategy (1/Wis/0)* | 3 Rangers Handbook |
| Pottery (1/Dex/-2) | Hunting (1/Wis/-1) | Mountaineering (1/NA/NA) | 4 Dwarves Handbook |
| Psychic Defense (2/Wis/-2)5 | Information Gathering (1/Int/Spec.) 1 | Navigation (1/Int/-2) | 5 The Will and the Way |
| Riding, Airborne (2/Wis/-2) | Intimidation (1/Spec/Spec) 1 | Running (1/Con/-6) | |
| Riding, Land-based (1/Wis/+3) | Gaming (1/Cha/0) | Set Snares (1/Int/-1) | |
| Riding, Sea (2/Dex/-2) 3 | Gem Cutting (2/Dex/-2) | Spelunking (1/Int/-2) 3 | |
| Rope Use (1/Dex/0) | Juggling (1/Dex/-1) | Survival (2/Int/0) | |
| Seamanship (1/Dex/+1) | Jumping (1/Str/0) | Tracking (2/Wis/0) | |
| Seamstress/Tailor (1/Dex/-1) | Local History (1/Cha/0) | Trail Marking (1/Wis/0) 3 | |
| Signaling (1/Int/-2) 3 | Locksmithing (1/Dex/0) 1 | Trail Signs (1/Int/-1) 3 | |
| Singing (1/Cha/0) | Looting (1/Dex/0) 1 | Weaponsmithing (3/Int/-3) | |
| Stonemasonry (1/Str/-2) | Musical Instrument (1/Dex/-1) | Wizard | |
| Swimming (1/Str/0) | Navigation (1/Int/-2) | Alchemy (1/Int/0) * | |
| Weather Sense (1/Wis/-1) | Pest Control (1/Wis/0) 4 | Ancient History (1/Int/-1) | |
| Weaving (1/Int/-1) | Poetry (1/Int/-2) 2 | Astrology (2/Int/0) |
This is the skill of creating magical formulae (such as potions, inks, and so forth). It involves aspects of herbalism (possession of both skills gives +1 to any prof check with either skill). Alchemy allows the character to function as an alchemist for preparation of potions, inks, solutions, lab materials, spell components and even poisons. A mage with this skill (and a successful prof check) gains the benefits of having an alchemist assist him during potion creation. A failed prof check will ruin the potion, however. This skill can also be used to derive formulae for a given substance (and thereby determine what it is), if a sample of the substance is available. This process will take at least 1 week for every 100ep value of the material and will cost 10ep per week in lab expenses. The prof check will be made at an additional -1 for every 2 weeks of work. The work requires a full 8 hours/day of work. Any interruption, including spellcasting, will contaminate the sample and render the work useless. Note that some formulae will be weakened or destroyed if a sample is taken (Elixir of Youth, to name one).
Extensive research on daemonkind, their nature, powers, and vulnerabilities. Prof check to identify type of daemon. Separate check to determine powers or weaknesses. This information is immediately available. Specific names of entities can be gleaned via research (treat as spell research). All rolls made by DM.
Same as for Daemonlore, but applies to demons. All rolls made by the DM.
Same as for Daemonlore, but applies to devils. All rolls made by the DM.
Same as for Daemonlore, but applies to Dragons. All rolls made by the DM.
Character has been trained how to be a leader. This prof increases the characters Charisma by +1 for every slot taken with regards to loyalty and morale.
Character has been trained in large-scale tactics and strategy. Can give orders effectively and plan out battles with available troops. Prof check to determine the probable success of any given plan, supplies needed, likely casualties for both sides. Example: Sun Tzu effectively has to roll a 22 or less to succeed, hes got so many slots in this prof. All rolls are made by the DM.
The character has read extensively about the various planes. On a prof check, the character can identify the plane of origin for a particular being or item. Character can also identify the current plane he or she is on with a check. Various known attributes of a given plane are also readily available. Names of current/past rulers of a given plane can also be gained with a prof check and one week of research for every hit die of the creature (plus 1-6 weeks). This does not cover any of the material used by the other "lore" skills. Again, all rolls are made by the DM.
| Level | Mage | Warr | Pri | Thi | WpM | Level | Mage | Warr | Pri | Thi | WpM |
| 1 | 1 | 4 | 2 | 2 | 2 | 16 | 3 | 9 | 6 | 6 | 7 |
| 2 | 1 | 4 | 2 | 2 | 2 | 17 | 3 | 9 | 6 | 6 | 7 |
| 3 | 1 | 5 | 2 | 2 | 3 | 18 | 4 | 10 | 6 | 6 | 8 |
| 4 | 1 | 5 | 3 | 3 | 3 | 19 | 4 | 10 | 6 | 6 | 8 |
| 5 | 1 | 5 | 3 | 3 | 3 | 20 | 4 | 10 | 7 | 7 | 8 |
| 6 | 2 | 6 | 3 | 3 | 4 | 21 | 4 | 11 | 7 | 7 | 9 |
| 7 | 2 | 6 | 3 | 3 | 4 | 22 | 4 | 11 | 7 | 7 | 9 |
| 8 | 2 | 6 | 4 | 4 | 4 | 23 | 4 | 11 | 7 | 7 | 9 |
| 9 | 2 | 7 | 4 | 4 | 5 | 24 | 5 | 12 | 8 | 8 | 10 |
| 10 | 2 | 7 | 4 | 4 | 5 | 25 | 5 | 12 | 8 | 8 | 10 |
| 11 | 2 | 7 | 4 | 4 | 5 | 26 | 5 | 12 | 8 | 8 | 10 |
| 12 | 3 | 8 | 5 | 5 | 6 | 27 | 5 | 13 | 8 | 8 | 11 |
| 13 | 3 | 8 | 5 | 5 | 6 | 28 | 5 | 13 | 9 | 9 | 11 |
| 14 | 3 | 8 | 5 | 5 | 6 | 29 | 5 | 13 | 9 | 9 | 11 |
| 15 | 3 | 9 | 5 | 5 | 7 | 30 | 6 | 14 | 9 | 9 | 12 |
| Level | Mage | Warr | Pri | Thi | WpM | Level | Mage | Warr | Pri | Thi | WpM |
| 1 | 4 | 3 | 4 | 3 | 5 | 16 | 9 | 8 | 9 | 7 | 10 |
| 2 | 4 | 3 | 4 | 3 | 5 | 17 | 9 | 8 | 9 | 7 | 10 |
| 3 | 5 | 4 | 5 | 3 | 6 | 18 | 10 | 9 | 10 | 7 | 11 |
| 4 | 5 | 4 | 5 | 4 | 6 | 19 | 10 | 9 | 10 | 7 | 11 |
| 5 | 5 | 4 | 5 | 4 | 6 | 20 | 10 | 9 | 10 | 8 | 11 |
| 6 | 6 | 5 | 6 | 4 | 7 | 21 | 11 | 10 | 11 | 8 | 12 |
| 7 | 6 | 5 | 6 | 4 | 7 | 22 | 11 | 10 | 11 | 8 | 12 |
| 8 | 6 | 5 | 6 | 5 | 7 | 23 | 11 | 10 | 11 | 8 | 12 |
| 9 | 7 | 6 | 7 | 5 | 8 | 24 | 12 | 11 | 12 | 9 | 13 |
| 10 | 7 | 6 | 7 | 5 | 8 | 25 | 12 | 11 | 12 | 9 | 13 |
| 11 | 7 | 6 | 7 | 5 | 8 | 26 | 12 | 11 | 12 | 9 | 13 |
| 12 | 8 | 7 | 8 | 6 | 9 | 27 | 13 | 12 | 13 | 9 | 14 |
| 13 | 8 | 7 | 8 | 6 | 9 | 28 | 13 | 12 | 13 | 10 | 14 |
| 14 | 8 | 7 | 8 | 6 | 9 | 29 | 13 | 12 | 13 | 10 | 14 |
| 15 | 9 | 8 | 9 | 6 | 10 | 30 | 14 | 13 | 14 | 10 | 15 |
| Int | Bonus | Int | Bonus | Int | Bonus |
| 2 | 1 | 10 | 2 | 18 | 7 |
| 3 | 1 | 11 | 2 | 19 | 8 |
| 4 | 1 | 12 | 3 | 20 | 9 |
| 5 | 1 | 13 | 3 | 21 | 10 |
| 6 | 1 | 14 | 4 | 22 | 11 |
| 7 | 1 | 15 | 4 | 23 | 12 |
| 8 | 1 | 16 | 5 | 24 | 15 |
| 9 | 2 | 17 | 6 | 25 | 20 |
Copyright 1999 by Guardian (cmuel59749@aol.com).
Last updated 11/02/00.