Non-Weapon Proficiencies
While the system for using NW Proficiencies as given is OK, it does have a couple of odd features. The first is that it doesn't allow for someone Untrained at an NWP to have a try at the task in question. The second is that new Proficiencies are given out only when a character goes up levels; it's difficult to rationalise why killing twenty or so Ogres should provide you with the conceptual leap to learn Literacy... I try to solve these problems below. This system for increasing ability with a NW Proficiency should be applied carefully, in order to avoid PCs rapidly becoming over-Trained.
When created, PCs gain the normal starting number of NW Proficiency slots to spend. From the table below, the NWPs they choose begin at the Trained value, with a +3 to this value for each further slot spent, after the first. All other NWPs begin at the Untrained value. In my home campaign, there's a whole slew of modifiers to these starting values applicable for race, nationality and class. Note that Per is the new attribute Perception.
No further NWPs are gained by increases in Level. Instead, any successful use of an NWP in stressful or difficult circumstances allows a chance to improve that NWP. No more than one opportunity to improve a given NWP may be gained each month. The chance to improve is (20 - Current value of NWP), roll under on 2d10. A successful roll permanently adds 1 to the characters' score for that NWP.
Alternatively, a teacher may instruct a character in any NWP that the teacher has at a value higher than both his own Untrained value and the pupil's current score. The instruction takes a month of work by both, and as long as the teacher succeeds at their own Teaching NWP roll, the pupil will gain a free roll for improvement at a -3 bonus. The DM might allow this teaching to have taken place in 'off-hours', without having to rigidly allocate time, but should be wary of multiple teaching sessions going on simultaneously.
NB: Anything below marked with * is a thief skill. As such, they're free at Trained level to Rogue classes (for Hide In Shadows and Move Silently this includes Rangers), and cannot be taken as Trained by other classes. All these NWPs should be modified by race, nation and class.
All classes can improve these NWPs as normal. See here for more on these skills and situational modifiers.
NW Prof | Untrained | Trained |
---|---|---|
Acting | (WIS+CHA)/3 | (WIS+CHA)/2 |
Agriculture | WIS-6 | WIS-2 |
Alchemy | INT-12 | INT-2 |
Animal Handling | WIS-6 | WIS-2 |
Animal Lore | INT-4 | INT |
Animal Training | WIS-6 | WIS-2 |
Appraising | (WIS+PER)/3 | (WIS+PER)/2 |
Area Knowledge | WIS-6 | WIS-2 |
Armourer | (DEX+INT)/3 | (DEX+INT)/2 |
Artistry | PER-6 | PER-3 |
Astrology | INT-10 | INT-2 |
Blacksmithing | (DEX+INT)/3 | (DEX+INT)/2 |
Blind-Fighting | PER-8 | PER-4 |
Boating | (STR+DEX)/3 | (STR+DEX)/2 |
Boatwright | (DEX+INT)/3 | (DEX+INT)/2 |
Bowyer/Fletcher | (DEX+INT)/3 | (DEX+INT)/2 |
Brewing | INT-6 | INT-2 |
Butchery | (DEX+INT)/3 | (DEX+INT)/2 |
Carpentry | (DEX+INT)/3 | (DEX+INT)/2 |
Cartography | INT-8 | INT-2 |
Charioteering | DEX-6 | DEX-2 |
Climb Walls* | DEX-12 | DEX-4 |
Cobbling | (DEX+INT)/3 | (DEX+INT)/2 |
Cooking | WIS-6 | WIS-3 |
Dancing | DEX-4 | DEX |
Disguise | (WIS+PER)/3 | (WIS+PER)/2 |
Endurance | CON-6 | CON-2 |
Engineering | INT-8 | INT-3 |
Escapology | DEX-12 | DEX-4 |
NW Prof | Untrained | Trained |
---|---|---|
Etiquette | CHA-4 | CHA |
Find / Remove Traps* | DEX-14 | DEX-6 |
Fire-Building | DEX-8 | DEX-3 |
Fishing | (DEX+WIS)/3 | (DEX+WIS)/2 |
Forgery | (DEX+INT)/3 | (DEX+INT)/2 |
Gaming | (DEX+INT)/3 | (DEX+INT)/2 |
Gem-Cutting | (DEX+PER)/3 | (DEX+PER)/2 |
Healing | INT-8 | INT-2 |
Hear Noise* | PER-12 | PER-3 |
Heraldry | INT-8 | INT-3 |
Herbalism | INT-10 | INT-3 |
Hide In Shadows* | DEX-12 | DEX-4 |
History, Ancient | INT-6 | INT |
History, Local | INT-4 | INT |
Hunting | (DEX+PER)/3 | (DEX+PER)/2 |
Intimidate | (STR+CHA)/3 | (STR+CHA)/3 |
Jumping | STR-6 | STR |
Languages, Ancient | INT-12 | INT |
Languages, Current | INT-8 | INT |
Leadership | (WIS+CHA)/3 | (WIS+CHA)/2 |
Leatherworking | (DEX+INT)/3 | (DEX+INT)/2 |
Lipreading | PER-6 | PER |
Locksmithing | INT-12 | INT-3 |
Magecraft | INT-8 | INT-2 |
Mining | (WIS+CON)/3 | (WIS+CON)/2 |
Milling | WIS-12 | WIS-4 |
Mountaineering | (STR+CON)/3 | (STR+CON)/2 |
Move Silently* | DEX-12 | DEX-4 |
Musical Instrument | (DEX+PER)/3 | (DEX+PER)/2 |
NW Prof | Untrained | Trained |
---|---|---|
Navigation | INT-10 | INT-3 |
Open Locks* | DEX-14 | DEX-6 |
Pick Pockets* | DEX-12 | DEX-4 |
Pottery | (DEX+INT)/3 | (DEX+INT)/2 |
Riding, Land | (DEX+WIS)/3 | (DEX+WIS)/2 |
Rope Use | DEX-8 | DEX-3 |
Running (Distance) | CON-8 | CON-2 |
Running (Sprinting) | STR-8 | STR-2 |
Seamanship | (DEX+WIS)/3 | (DEX+WIS)/2 |
Set Snares | (DEX+PER)/3 | (DEX+PER)/2 |
Shipbuilding | WIS-10 | WIS-3 |
Sign Language | (DEX+INT)/3 | (DEX+INT)/2 |
Singing | 2d6 roll | 2d6+3 roll |
Sleight of Hand | DEX-8 | DEX-2 |
Smelting | (DEX+INT)/3 | (DEX+INT)/2 |
Stonemasonry | (DEX+INT)/3 | (DEX+INT)/2 |
Style | (WIS+CHA)/3 | (WIS+CHA)/2 |
Survival | WIS-8 | WIS-3 |
Swimming (Distance) | CON-14 | CON-2 |
Swimming (Speed) | STR-14 | STR-2 |
Tailoring | (DEX+PER)/3 | (DEX+PER)/2 |
Teaching | WIS-8 | WIS-2 |
Tightrope Walking | DEX-10 | DEX-3 |
Torture | (WIS+PER)/3 | (WIS+PER)/2 |
Tracking | (INT+PER)/3 | (INT+PER)/2 |
Trading | WIS-6 | WIS-2 |
Tumbling | DEX-8 | DEX-2 |
Ventriloquism | PER-10 | PER-4 |
Weaponsmithing | (DEX+INT)/3 | (DEX+INT)/2 |
Weather Sense | (WIS+PER)/3 | (WIS+PER)/2 |
Weaving | WIS-8 | WIS-3 |
Whitesmithing | (DEX+PER)/3 | (DEX+PER)/2 |