NON-WEAPON PROFICIENCIES ON DERENWORLD


Table Générale
Groups: G = General; P = Priest; F = Fighter (Warrior); M = Mage; R = Rogue (Thief)

Proficiency
# Slots Required
Relevant
Ability
Modifier
Group
Accurate Throwing
2
Dexterity
-1
G
Agriculture
1
Intelligence
0
G
Agriculture (Specialist)
1
Intelligence
0
G
Alchemy
3
Wisdom
Sp.
M
Alertness
1
Intelligence
0
R,F
Ancient History
1
Intelligence
-1
G
Ancient Magic History
1
Wisdom
0
M
Animal Handling
1
Wisdom
-1
G
Animal Handling/Training (Aerial-(Falconer))
1
Wisdom
-1
G
Animal Handling/Training (Aquatic)
1
Wisdom
-1
G
Animal Healing
1
Wisdom
-2
P,F
Animal Lore
1
Intelligence
0
R
Animal Lore Aquatic
1
Intelligence
0
R
Animal noise
1
Wisdom
0
P,R
Animal Training
1
Wisdom
0
F
Appraising
1
Intelligence
0
G
Architecture
2
Intelligence
-1
G
Armorer
2
Intelligence
-2
P,M
Artillerist
1
Intelligence
0
F
Artistic Ability
1
Wisdom
0
G
Astrology
2
Intelligence
0
R,F
Astronomy
2
Wisdom
0
P,M
Banking, Finance & Speculation
1
Intelligence
-1
G
Begging
1
Charisma
-1
R
Blacksmithing
1
Strength
0
F
Blind-fighting
2
NA
NA
G
Boating
1
Dexterity
0
G
Boatwright
1
Wisdom
-1
G
Bowyer & Fletcher
1
Dexterity
-1
G
Brewing (Agriculture Specialist)
1
Intelligence
0
F
Calligraphy
1
Dexterity
-1
P
Carpentry
1
Strength
0
G
Cartography
1
Intelligence
-1
P,M
Charioteering
1
Dexterity
2
G
Cobbling
1
Dexterity
0
G
Cooking
1
Intelligence
0
G
Dancing
1
Dexterity
0
R
Deep Diving
1
Constitution
-1
G
Demi-hum. & Humanoid Lore
1
Wisdom
-1
G
Diplomacy
1
Intelligence
0
G
Direction Sense
1
Wisdom
1
F
Disguise
1
Charisma
-1
P,M
Eloquence
1
Charisma
-1
G
Endurance
2
Constitution
0
G
Engineering
2
Intelligence
-3
G
Etiquette
1
Charisma
0
G
Fast-Talking
1
Charisma
-1
R
Fire-building
1
Wisdom
-1
R
Fishing
1
Wisdom
-1
R
Forgery
1
Dexterity
-1
F
Fortune Telling
1
Intelligence
0
R,M
Furrier
1
Intelligence
0
G
Gaming
1
Charisma
0
G
Gem Cutting
2
Dexterity
-2
G
Gems & Jewels Lore
1
Wisdom
-1
M,R
Geography
2
Wisdom
-1
G
Geology
2
Wisdom
-1
G
Haidress/Maquillage
1
Dexterity
0
R
Healing
2
Wisdom
-2
P,M
Healing Animal
2
Wisdom
-2
P
Heraldry Coat of Arms, Nations, Ships
1
Intelligence
0
G
Herbalism
2
Intelligence
-2
R
History (General Human)
1
Wisdom
-1
G
History (Local)
1
Wisdom
-1
G
History (non-Human)
1
Wisdom
-1
G
Hunting
1
Wisdom
-1
F,R,P
Illuminating
1
Wisdom
-1
G
Info. Gathering
1
Intelligence
0
R
Intimidation
1
Charisma
0
P,R,M
Juggling
1
Dexterity
-1
P,M
Jumping
1
Strength
0
G
Lake & Rivers Lore
1
Wisdom
0
G
Languages, Ancient
1
Intelligence
0
G
Languages, Modern
1
Intelligence
0
P,R
Law (General) & Customs
2
Wisdom
0
G
Leader & Military Terrain Tactics
2
Intelligence
-3
F
Leatherworking
1
Intelligence
0
G
Legends & Folklore
1
Wisdom
0
G
Limner
1
Wisdom
0
P,M
Local History
1
Charisma
0
F
Locksmithing
1
Dexterity
-1
R
Magic Lore Miscellaneous
1
Wisdom
-1
M
Magic Lore Potions
1
Wisdom
-1
M
Magic Lore Rings
1
Wisdom
-1
M
Magic Lore Rod Staves Wands
1
Wisdom
-1
M
Magic Lore Shields & Armors
1
Wisdom
-1
M,F
Magic Lore Weapons
1
Wisdom
-1
M,F
Military Strategy, Mass Commanding & Supply
2
Intelligence
-2
F
Mining
2
Wisdom
-3
G
Monster Lore
1
Wisdom
-1
M
Mountaineering
1
NA
NA
G
Musical Instrument
1
Dexterity
-1
G
Navigation
1
Intelligence
-2
G
Normal Climbing / Balance
1
Dexterity
-1
G
Orientation
1
Intelligence
-1
G
Pharmacy
1
Wisdom
-1
R,P
Botany, Plant Lore
2
Wisdom
-1
P,M
Pole Vaulting
1
Dexterity
-1
R
Politics
1
Intelligence
-1
G
Pottery
1
Dexterity
-2
G
Quick Draw
1
Dexterity
0
F,R
Reading Lips
2
Intelligence
-2
G
Reading/Writing
1
Wisdom
1
G
Regeneration by Sleep
3
Special
Sp.
F,R
Religion
1
Wisdom
0
G
Riding Sea-based
2
Dexterity
-1
G
Riding, Airborne
2
Wisdom
-2
G
Riding, Land-Based
1
Wisdom
3
G
Rope Use
1
Dexterity
0
G
Running
1
Constitution
-6
G
Sea Lore
1
Wisdom
-1
G
Seamanship
1
Dexterity
1
R,F,M
Seamstress/Tailor
1
Dexterity
-1
G
Set Snares, Ambush
1
Dexterity
-1
P,M
Shipwright
1
Wisdom
0
G
Shop/Trade Operations
1
Wisdom
0
G
Singing
1
Charisma
0
G
Skating
1
Dexterity
-2
G
Skiing
1
Dexterity
-4
G
Spellcraft
1
Intelligence
-2
P,F,R
Sprint Running
1
Strength
-3
R
Stonemasonry
1
Strength
-2
G
Street Fighting/Brawling
1
Dexterity
0
R,F
Street Sense
1
Intelligence
0
R
Surfing
1
Dexterity
-4
G
Survival
2
Intelligence
0
R,F
Swimming
1
Strength
0
G
Symbols, Glyphs & Runes
1
Intelligence
0
P,M
Theology
1
Wisdom
-2
P
Throwing Accuracy
2
Dexterity
-1
G
Tightrope Walking
1
Dexterity
0
R
Torturing
1
Intelligence
-1
G
Tracking
2
Wisdom
0
R
Trailing
2
Wisdom
-2
R,F
Tumbling
1
Dexterity
0
F
Ventriloquism
1
Intelligence
-2
G
Voice mimicry
1
Charisma
-1
R
Weapon Lore
1
Wisdom
0
F
Weaponsmithing
3
Intelligence
-3
G
Weather Sense
1
Wisdom
-1
G
Weaving
1
Intelligence
0
G
Wide Trade (+ Appraising Ship/Cartload)
1
Wisdom
-1
G
Wines & Spirits Expertise÷…
1
Wisdom
0
G


Initiaux et Ajustements (cumulatifs)

 
Weapon
Proficiencies
 
 
NonWeapon
Proficiencies
 
Group
Initial
#Levels
Penalty
Initial
#Levels
Warrior
4
3
-2
3
3
Wizard
1
6
-5
 
4
3
Priest
2
4
-3
4
3
Rogue
2
4
-3
 
3
4


INT
(=<)
# Languages
ou NWP slots
WIS
(=)
Bonus
NWP slots
8
1
 
15
1
9
2
 
16
2
12
3
 
17
3
14
4
 
18
4
16
5
 
19
5
17
6
 
20
6
18
7
 
21
7
19
8
 
22
8
20
9
 
23
9
21
10
 
24
10
22
11
 
25
11
23
12
 
 
 
24
15
 
 
 
25
20
 
 
 


Descriptions


Agriculture Specialist

Il s’agit d’une spécialisation dans un domaine précis: le vin, la bière, l’élevage de chevaux, l’apiculture, l’ostréiculture, le miel etc…

Ancient History

The character has learned the legends, lore, and history of some ancient time and place. The knowledge must be specific, just as a historian would specialize today in the English Middle Ages, the Italian Renaissance, or the Roman Republic before Caesar. (The DM either can have ancient periods in mind for his game or can allow the players to name and designate them.) Thus, a player character could know details about the Age of Thorac Dragonking or the Time of the Sea-Raiders or whatever else was available. The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, breakthroughs (scientific, cultural, and magical), unsolved mysteries, crafts, and oddities of the time. The character must roll a proficiency check to identify places or things he encounters from that age. For example, Rath knows quite a bit about the Coming of the Trolls, a particularly dark period of dwarven history. Moving through some deep caverns, he and his companions stumble across an ancient portal, sealed for untold ages. Studying the handiwork, he realizes (rolls a successful proficiency check) that it bears several seals similar to those he has seen on "banned" portals from the time of Angnar, doorways to the legendary realm of Trolhel.


Animal Handling

Proficiency in this area enables a character to exercise a greater-than-normal degree of control over pack animals and beasts of burden. A successful proficiency check indicates that the character has succeeded in calming an excited or agitated animal; in contrast, a character without this proficiency has only a 20% chance of succeeding in the attempt.


Animal Lore

This proficiency enables a character to observe the actions or habitat of an animal and interpret what is going on. Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviors can even indicate the location of a water hole, animal herd, predator, or impending danger, such as a forest fire. The DM will secretly roll a proficiency check. A successful check means the character understood the basic actions of the creature. If the check fails by 4 or less, no information is gained. If the check fails by 5 or more, the character misinterprets the actions of the animal. A character may also imitate the calls and cries of animals that he is reasonably familiar with, based on his background. This ability is limited by volume. The roar of a tyrannosaurus rex would be beyond the abilities of a normal character. A successful proficiency check means that only magical means can distinguish the character's call from that of the true animal. The cry is sufficient to fool animals, perhaps frightening them away or luring them closer. A failed check means the sound is incorrect in some slight way. A failed call may still fool some listeners, but creatures very familiar with the cry automatically detect a false call. All other creatures and characters are allowed a Wisdom check to detect the fake. Finally, animal lore increases the chance of successfully setting snares and traps (for hunting) since the character knows the general habits of the creature hunted.


Animal Training

Characters with this proficiency can train one type of creature (declared when the proficiency is chosen) to obey simple commands and perform tricks. A character can spend additional proficiencies to train other types of creatures or can improve his skill with an already chosen type. Creatures typically trained are dogs, horses, falcons, pigeons, elephants, ferrets, and parrots. A character can choose even more exotic creatures and monsters with animal intelligence (although these are difficult to control). A trainer can work with up to three creatures at one time. The trainer may choose to teach general tasks or specific tricks. A general task gives the creature the ability to react to a number of nonspecific commands to do its job. Examples of tasks include guard and attack, carry a rider, perform heavy labor, hunt, track, or fight alongside soldiers (such as a war horse or elephant). A specific trick teaches the trained creature to do one specific action. A horse may rear on command, a falcon may pluck a designated object, a dog may attack a specific person, or a rat may run through a particular maze. With enough time, a creature can be trained to do both general tasks and specific tricks. Training for a general task requires three months of uninterrupted work. Training for a specific trick requires 2d6 weeks. At the end of the training time, a proficiency check is made. If successful, the animal is trained. If the die roll fails, the beast is untrainable. An animal can be trained in 2d4 general tasks or specific tricks, or any combination of the two. An animal trainer can also try to tame wild animals (preparing them for training later on). Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with the creature. At the end of the month, a proficiency check is made. If successful, the beast is suitable for training. If the check fails, the creature retains its wild behavior.


Appraising

This proficiency is highly useful for thieves, as it allows characters to estimate the value and authenticity of antiques, art objects, jewelry, cut gemstones, or other crafted items they find (although the DM can exclude those items too exotic or rare to be well known). The character must have the item in hand to examine. A successful proficiency check (rolled by the DM) enables the character to estimate the value of the item to the nearest 100 or 1,000 gp and to identify fakes. On a failed check, the character cannot estimate a price at all. On a roll of 20, the character wildly misreads the value of the item, always to the detriment of the character.


Architecture

Le skill confère des connaissances en matière architecturale. Il permet l’édification ou la restauration de bâtiments simples ou de pièces. Il permet d’évaluer un bâtiment ou ouvrage d’art, les réparations nécessaires, et d’estimer ou ressentir sa qualité technique et artistique. Une progression en expert est indispensable avant d’aborder l’édification d’ouvrages complexes ou de grande taille (mur défensifs, grands ponts, égouts, maisons luxueuses etc…).


Armorer

This character can make all of the types of armor listed in the Player's Handbook, given the proper materials and facilities. When making armor, the proficiency check is rolled at the end of the normal construction time. The time required to make armor is equal to two weeks per level of AC below 10. For example, a shield would require two weeks of work, whereas a suit of full plate armor would require 18 weeks of work.If the proficiency check indicates failure but is within 4 of the amount needed for success, the armorer has created usable, but flawed, armor. Such armor functions as 1 AC worse than usual, although it looks like the armor it was intended to be. Only a character with armorer proficiency can detect the flaws, and this requires careful and detailed inspection. If the flawed armor is struck in melee combat with a natural die roll of 19 or 20, it breaks. The character's AC immediately worsens by 4 additional classes (although never above 10), and the broken armor hampers the character's movement. Until the character can remove the broken armor (a process requiring 1d4 rounds), the character moves at P of his normal rate and suffers a -4 penalty to all of his attack rolls.If an armorer is creating a suit of field plate or full plate armor, the character who will use the armor must be present at least once a week during the creation of the armor, since such types of armor require very exact fitting.


Artistic Ability

Player characters with artistic ability are naturally accomplished in various forms of the arts. They have an inherent understanding of color, form, space, flow, tone, pitch, and rhythm. Characters with artistic ability must select one art form (painting, sculpture, composition, etc.) to be proficient in. Thereafter they can attempt to create art works or musical compositions in their given field. Although it is not necessary to make a proficiency check, one can be made to determine the quality of the work. If a 1 is rolled on the check, the artist has created a work with some truly lasting value. If the check fails, the artist has created something aesthetically unpleasing or just plain bad. Artistic ability also confers a +1 bonus to all proficiency checks requiring artistic skill--music or dance--and to attempts to appraise objects of art.


Astrology

This proficiency gives the character some understanding of the supposed influences of the stars. Knowing the birth date and time of any person, the astrologer can study the stars and celestial events and then prepare a forecast of the future for that person. The astrologer's insight into the future is limited to the next 30 days, and his knowledge is vague at best. If a successful proficiency check is made, the astrologer can foresee some general event--a great battle, a friend lost, a new friendship made, etc. The DM decides the exact prediction (based on his intentions for the next few gaming sessions). Note that the prediction does not guarantee the result--it only indicates the potential result. If the proficiency check is failed, no information is gained unless a 20 is rolled, in which case the prediction is wildly inaccurate. Clearly this proficiency requires preparation and advance knowledge on the part of the DM. Because of this, it is permissible for the DM to avoid the question, although this shouldn't be done all the time. Players who want to make their DM's life easier (always a good idea) should consider using this proficiency at the end of a gaming session, giving the DM until the next session to come up with an answer. The DM can use this proficiency as a catalyst and guide for his adventures--something that will prompt the player characters to go to certain places or to try new things. Characters with the astrology proficiency gain a +1 bonus to all navigation proficiency checks, provided the stars can be seen.


Blacksmithing

A character with blacksmithing proficiency is capable of making tools and implements from iron. Use of the proficiency requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armor or most weapons, but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects.


Blind-fighting

A character with blind-fighting is skilled at fighting in conditions of poor or no light (but this proficiency does not allow spell use). In total darkness, the character suffers only a -2 penalty to his attack roll (as compared to a -4 penalty without this proficiency). Under starlight or moonlight, the character incurs only a -1 penalty. The character suffers no penalties to his AC because of darkness.
Furthermore, the character retains special abilities that would normally be lost in darkness, although the effectiveness of these are reduced by one-half (proficiency checks are made at half the normal score, etc.). This proficiency is effective only against opponents or threats within melee distance of the character. Blind-fighting does not grant any special protection from missile fire or anything outside the immediate range of the character's melee weapon. Thus, AC penalties remain for missile fire. (By the time the character hears the whoosh of the arrow, for example, it is too late for him to react.)
 While moving in darkness, the character suffers only half the normal movement penalty of those without this proficiency. Furthermore, this skill aids the character when dealing with invisible creatures, reducing the attack penalty to -2. However, it does not enable the character to discover invisible creatures; he has only a general idea of their location and cannot target them exactly.


Bowyer/Fletcher

This character can make bows and arrows of the types given in Weapon Construction Table. A weaponsmith is required to fashion arrowheads, but the bowyer/fletcher can perform all other necessary functions. The construction time for a long or short bow is one week, while composite bows require two weeks, and 1d6 arrows can be made in one day.
When the construction time for the weapon is completed, the player makes a proficiency check. If the check is successful, the weapon is of fine quality and will last for many years of normal use without breaking. If the check fails, the weapon is still usable, but has a limited life span: An arrow breaks on the first shot; a bow breaks if the character using it rolls an unmodified 1 on his 1d20 attack roll.
Option: If a character wishes to create a weapon of truly fine quality and the DM allows it, the player can opt to use the following alternative procedure for determining the success of his attempt. When the proficiency check is made, any failure means that the weapon is useless. However, a successful check means that the weapon enables the character to add Strength bonuses to attack and damage rolls. Additionally, if the proficiency check is a natural 1, the range of the bow is increased 10 yards for all range classes or is of such fine work that it is suitable for enchantment.


Brewing

The character is trained in the art of brewing beers and other strong drink. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product.


Carpentry

The carpentry proficiency enables the character to do woodworking jobs
building houses, cabinetry, joinery, etc. Tools and materials must be available. The character can build basic items from experience, without the need for plans. Unusual and more complicated items (a catapult, for example) require plans prepared by an engineer. Truly unusual or highly complex items (wooden clockwork mechanisms, for example) require a proficiency check.

Cartography

Théoriquement, ce skill devrait être un préalable à tout établissement de cartes et devrait avoir pour préalable le skill read/write… Ce skill permet en outre de faire vérifier et corriger sa carte mais seulement en ce qui concerne ce que le personnage est en mesure de voir/percevoir au moment où la vérification est demandée. La vérification prend 1 turn.


Charioteering

A character with proficiency in this skill is able to safely guide a chariot, over any type of terrain that can normally be negotiated, at a rate 1/3 faster than the normal movement rate for a chariot driven by a character without this proficiency. Note that this proficiency does not impart the ability to move a chariot over terrain that it cannot traverse; even the best charioteer in the world cannot take such a vehicle into the mountains.


Cobbling

The character can fashion and repair shoes, boots, and sandals.


Cooking

Although all characters have rudimentary cooking skills, the character with this proficiency is an accomplished cook. A proficiency check is required only when attempting to prepare a truly magnificent meal worthy of a master chef.


Dancing

The character knows many styles and varieties of dance, from folk dances to formal court balls.


Deepdiving

Ce skill n’a pas pour préalable le swimming. Il permet en effet de plonger en apnée, y compris dans une zone ou l’on a pied, et de viser suffisamment dans la remontée pour être à proximité d’un point d’amarrage ou de sortie de l'eau.


Direction Sense

A character with this proficiency has an innate sense of direction. By concentrating for 1d6 rounds, the character can try to determine the direction the party is headed. If the check fails but is less than 20, the character errs by 90 degrees. If a 20 is rolled, the direction chosen is exactly opposite the true heading. (The DM rolls the check.)
Furthermore, when traveling in the wilderness, a character with direction sense has the chance of becoming lost reduced by 5%.


Disguise

The character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age, weight, and race. A successful proficiency check indicates that the disguise is successful, while a failed roll means the attempt was too obvious in some way.
The character can also disguise himself as a member of another race or sex. In this case, a -7 penalty is applied to the proficiency check. The character may also attempt to disguise himself as a specific person, with a -10 penalty to the proficiency check. These modifiers are cumulative, thus, it is extremely difficult for a character to disguise himself as a specific person of another race or sex (a -17 penalty to the check).


Endurance

A character with endurance proficiency is able to perform continual strenuous physical activity for twice as long as a normal character before becoming subject to the effects of fatigue and exhaustion. In those cases where extreme endurance is required, a successful proficiency check must be made. Note that this proficiency does not enable a character to extend the length of time that he can remain unaffected by a lack of food or water.


Engineering

The character is trained as a builder of both great and small things. Engineers can prepare plans for everything from simple machines (catapults, river locks, grist mills) to large buildings (fortresses, dams). A proficiency check is required only when designing something particularly complicated or unusual. An engineer must still find talented workmen to carry out his plan, but he is trained to supervise and manage their work.
An engineer is also familiar with the principles of siegecraft and can detect flaws in the defenses of a castle or similar construction. He knows how to construct and use siege weapons and machines, such as catapults, rams, and screws.


Etiquette

This proficiency gives the character a basic understanding of the proper forms of behavior and address required in many different situations, especially those involving nobility and persons of rank. Thus, the character will know the correct title to use when addressing a duke, the proper steps of ceremony to greet visiting diplomats, gestures to avoid in the presence of dwarves, etc. For extremely unusual occurrences, a proficiency check must be made for the character to know the proper etiquette for the situation (an imperial visit, for example, is a sufficiently rare event).
However, having the character know what is correct and actually do what is correct are two different matters. The encounters must still be role-played by the character. Knowledge of etiquette does not give the character protection from a gaffe or faux pas; many people who know the correct thing still manage to do the exact opposite.


Fire-building

A character with fire-building proficiency does not normally need a tinderbox to start a fire. Given some dry wood and small pieces of tinder, he can start a fire in 2d20 minutes. Flint and steel are not required. Wet wood, high winds, or other adverse conditions increase the time to 3d20, and a successful proficiency check must be rolled to start a fire.


Fishing

The character is skilled in the art of fishing, be it with hook and line, net, or spear. Each hour the character spends fishing, roll a proficiency check. If the roll is failed, no fish are caught that hour. Otherwise, a hook and line or a spear will land fish equal to the difference between the die roll and the character's Wisdom score. A net will catch three times this amount.
Of course, no fish can be caught where no fish are found. On the other hand, some areas teem with fish, such as a river or pool during spawning season. The DM may modify the results according to the situation.


Forgery

This proficiency enables the character to create duplicates of documents and handwriting and to detect such forgeries created by others. To forge a document (military orders, local decrees, etc.) where the handwriting is not specific to a person, the character needs only to have seen a similar document before. To forge a name, an autograph of that person is