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AD&D Non-Weapon Proficiency Page

Khevron AD&D Non-Weapon Proficiency Page

Non-Weapon Proficiencies

I adapted a set of rules from another game I'd played in years ago, called Inc-Unc-Ugh (not a published game). The proficiencies are simpler and less powerful, but the character gets more of them to start, and can improve on them over time (with some exceptions). Also, different levels of difficulty of actions are scaled.
For instance, Religion Skill. Most skills are limited to 3 levels of proficiency. At the 1st level, a character can answer easy questions about the gods or religious ceremonies, with varying degree of success on percentage (% or d00). This character has about a 40% chance of answering an easy question, like "What god's symbol is that (of a common deity)". He has a 20% chance of a hard question like "Which god's cleric's sacrifice flowers on stumps in the woods, and how often?". And he has a 5% chance to notice that that burnt hunk of silver was part of the holy symbol of the foreign goddess "Selectra" of the islands no-one else know about. Each of these chances are augmented with the second and third NWP assigned at later levels. Easy: +20%, Hard: +10%, Very Hard: +5. DM's can add Impossible for 1%+1% per skill if they want to stretch it. There's no telling what little pieces of info a character has picked up in his life.
The list covers about all the major areas of AD&D play, and anyone can specialize using a "Specific Lore" Skill.
Several NWP's have limitations at 1 skill (Blind Fighting) for game balance, and a few have limits based on physical capabilities (Running).
Characters start off with NWP's in number in opposition of the number of Weapon Proficiencies the class gets, plus 2 random "background" skills.
Each level, the character gains one General Skill, and one Class Specific Skill per class.
The Class specific skills are chosen to keep the characters in line with their class to some extent (Clerics taking Religion and Fighters taking combat related skills, etc). They are on the second set of tables and are rolled on a d12 instead of on the general table (d00)
One of the more interesting additions is the ability to make gains in character's ability scores. This is limited to class, and can be rolled or chosen on the specific to class tables. Mages can augment their Dexterity and Intelligence, Clerics their Wisdom and Charisma, etc. In these cases, the character rolls a percentage die to determine where he/she is now (WIS 14, 57%). When he takes a WIS skill, he rolls 3d20 and adds it to his percentage. i.e. 57% + 37% = 94%. When he/she breaks 100% the ability goes up 1, and any leftover points are the new percentage. This way a mage can bring his AC down with additional Dexterity points!

Non-Weapon Proficiency Skills


Miscast results for Failure to save against Spell:

General Skills (Open to all classes):

01
Administrator/Leader (organizational and command skill)
02
Acting/Performer (entertain, mnemonics)
03
Animal Handling (specific type-bird, canine, horse animal husbandry)
04
Animal Training (specific type-bird, canine, horse etc.)
05
Appraisal (general worth & bartering)
06
Armourer (make/repair metal armour)
07
Artist (drawing, sculpting, painting-pick)
08-09
Bargaining/Haggle/Negotiating (possible +/- 5% per to cost/price)
10
Blacksmith (make metal items)
11
Blind Fighting (-2 only to hit in darkness or blinded) Limit 1
12
Boating (small craft use)
13
Boatwright (repair and building of watercraft)
14-15
Bowyer/Fletcher (make bow in 2 weeks, arrows 4/day) Limit 1
16-17
Brewer/Drinker (appraise, tolerance lowers effect by 1; +1, or +2 save vs. ingested poison)
18
Carpenter/woodworker (make/repair wooden items)
19-20
Choose
21-22
Climbing (DSG- wall or rocks with ropes)
23-24
Combat (vs. specific creature type/size; +1 damage per skill
25
Cooking (knowledge of prepare-able meats and vegetation)
26
Creature Lore (name, type, nature of monsters)
27
Dancing (+1 to DEX saves for footwork)
28
Danger Sense (Traps, Ambush, etc add +1 to Alt save or surprise)
29
Deceit (verbal lie telling, control body language)
30
Direction Sense (orientation w/o sun/stars, need Reading for mapping)
31
Disguise (use of make-up, costumes, masks)
32-33
Discipline (body control- up at: 1=0hp, 2=-1, 3=-2, hold breath, Orient
34
Engineer/Construction
35
Etiquette/Manners/Culture
36-37
Farming/Gardening (grow vegetation successfully)
38
Fishing
39
Fire Building (speed, no need for tinderbox...)
40
Forestry (Flora ID and uses)
41
Fortune Telling/Astrology (attempt to predict future)
42-43
Gaming (chance to cheat 5% per, 20% cushion)
44
Herbalist (identify plants/uses, speed normal healing +1hp/day recovery)
45
History (specific area background)
46
Hunting/Trapping/Skinning (animal recognition and stalking, use)
47
Initiative (-1 to roll, 1 minimum)
48
Jeweler/Gem Cutter (Identify, appraise, chance to increase value)
49-51
Jump/Fall (+.5 to Jump#, +1 save against falling) # up to 1/6 Dex
52
Language (pick specific to speak, 3 = fluent) # up to Int ability
53
Looting (find most valuable items first, find secreted in limited time)
54
Mathematics (solve puzzles/problems, patterns)
55-56
Medical (bind/stop bleeding, prevent scarring, +1hp/day recovery)
57
Meditation (+2 to PSP, Realm of magic, or vs. weapon type)
58
Mining (find ore, note unsafe areas, know depth) the way)
59
Musician (play specific instrument type)
60-61
Multi-weapon (use 2nd –size S weapon in “off” hand – attack at round’s end)
62-65
Navigation (specify land, sea, astral, space, desert, underground)
66
Observation (remember details, see invisible, find trap, find doors +5% per)
67
Poison Use (safe handling and use of contact and ingested poisons)
68
Pottery (make/repair/appraise)
69-71
Reading/Writing/Scribe (any spoken language or specify dead one)
72-73
Religion (identify god, sect or ritual)
74-78
Riding (handling & packing; specify land, avian(2), or other mount)
79
Rope Use (tying knots, escaping bonds)
80-81
Running (+.5" per, sprinting, -1 run-up req.) # up to 1/3 DEX
82
Sense/Deal With Reality/Spatial Shift (-2, -1, 0 modifier to CON roll)
83
Ship's Hand (sailor, deckhand, oarsman, steersman)
84
Signaling (distance communication-specify drums, flags...)
85-86
Specific Lore (Specialized study or interest not on lists)*
87
Spellcraft (recognize spell or effects)
88-89
Streetwise (information gathering from public)
90
Survival (specify cold, forest, desert, sea, tropical, other)
91-93
Swimming (+1" rate, +1 Save to hold breath) # up to 1/3 DEX
94
Tailor (appraising, working with cloth
95
Tanner/Leatherworker (make armor, harness, etc)
96
Teamster/Freighter (chariot/wagon driving & loading)
97
Tracking
98
Weapon Smith
99
Weather Sense (prediction)
00
Voice Control (mimicry of voices, whistling, or singing)

Specific Lore Examples: *Combat in "Zero G", Astral, other foreign environment (specify) *Contact (Psionic contact of another mind, detection of mind)
Alternate Planes
Ancient Tongues
Architecture
Astronomy/Planetology
Control Lycanthropy
Heraldry
Intimidation & Torture
Lip Reading
Origami
Spell-jamming
Spell Reversal (1)
Stone-walking
Strategy
Physical skills: Scent
Zero G, Astral, different Gravity Environmental Combat
Trans-class skills (Pick locks, Hide in Shadow, MS, etc)

Skills Specific to Class(d12) 1 each level per class:
MAGE
PRIEST
DRUID
ROGUE
1
Brewer/Drinker
Acting
Animal Handling
Acting
2
Herbalist
Etiquette
Creature Lore
Bargaining
3
History
Fortune Telling
Direction Sense
Blind Fighting
4
Jeweler/Gem Cutter
Herbalist
Forestry
Brewer/Drinker
5
Language
History
Herbalism
Deceit
6
Sense Reality Shift
Language
Hunt/Trap/Skinning
Gaming
7
Observation
Medical
Religion
Jump/Fall
8
Reading
Musician
Survival
Looting
9
Spellcraft
Reading
Swimming
Observation
10
Voice Control
Religion
Tracking
Quick-draw*
11
Mathematics
Voice Control
Weather Sense
Streetwise
12
INT/DEX
WIS/CHA
WIS/CHA
ALT/DEX

BARD
WARRIOR
PSIONICIST
MONK
1
Acting
Blind Fighting
Contact *
Contact
2
Bargaining
Combat
Discipline
Danger Sense
3
Brewer/Drinker
Creature Lore
Discipline Related Skill*
Discipline
4
Streetwise
Direction
Ejection *
Ejection
5
Creature Lore
Discipline
Harness Sub-Conscious*
Initiative
6
History
Initiative
Hypnosis*
Language
7
Musician
Jump/Fall
Language
Medical
8
Observation
Navigation
Medical
Reading/Writing
9
Spellcraft
Riding
Meditative Focus*
Religion
10
Voice Control
Running
Observation
Survival
11
Religion
Survival
Rejuvenation*
Voice Control
12
INT/CHA
STR/CON
WIS/CON
WIS/CON

Maximum of three of any one skill unless noted.
(Note: Herbalist and Medical daily hit point recovery cumulative to only 1 each/day)
Tiered: Trivial action: 25+20% per skill
Average Action: 20+15% per skill
Hard Action: 10+10% per skill

Combat Skills
The idea is the individual has some knowledge of the target creature, whether it is tactical, or where to hit it for best effect.

d00
Result
01-09
Animal
10-18
Avian
19-29
Elemental
30-48
Large Humanoid
49-68
Medium Humanoid
69-75
Reptile
76-85
Small Humanoid
86-96
Undead
97-99
Water Dweller
00
Other (Outer Planes or choose)

Languages

d00
T'Lierea
01-30
Dominant
31-60
Felician
61-73
Kentan
74-90
Rhomnaric
91-00
Rexic
d00
Toril
01-98
Human Common
99-00
Silent Speech

Non-Human Languages

d00
Result
01-05
Aerial
06-25
Dwarvish
26-30
Dragon
31-42
Giant-kind
43-49
Goblin
50
Illythid
51-57
Lizard-kind
58
Neogi
59-63
Orcish
64-65
Sea Common
66-68
Shedu
69-74
Sphinx
75-92
Sylvan (elvish, centaur..)
93-00
Under-common

Weapon and Non-Weapon Proficiencies at first level by class:
Class
WP
W/L
NWP
Pick#
Table
Requisites
Mage
1
1/6
7
5
Mage
Reading, Spellcraft
Alchemist
1
1/6
7
3
Mage
Reading, Herbalist, Brewer
Witch
1
1/6
7
5
Mage, Priest
Herbalist, Religion
Priest
2
1/4
6
3
Priest
Reading, Religion, (Medical)
Druid
2
1/5
6
4
Druid
Herbalist, Animal Handling
Thief
2
1/4
6
4
Rogue
Streetwise, Jump/Fall
Assassin
3
1/4
5
3
Rogue
Streetwise, Initiative
Jester
2
1/4
5
4
Rogue
Reading, SpellcrafActing, Voice Control
Warrior
4
1/3
4
2
Warrior
Random Combat, Warrior
Gladiator
All
1/1
1
0
Warrior
Med. Humanoid Combat
Ranger
3
1/3
5
3
Warrior
Navigation, Survival
Barbarian
3
1/3
5
3
Warrior
Survival, Running
Cavalier
3
1/3
5
2
Warrior
Etiquette, Horse Riding
Paladin
3
1/3
5
3
Warrior, Priest
Chosen Combat, Religion
Archer
3
1/3
5
4
Warrior
Initiative
Monk
1
1/2
7
6
Monk
Discipline, Contact
Psionicist
2
1/5
6
4
Psionicist
Discipline, Contact
Bard(1)
2
1/3
6
3
Bard
Acting, Music, Voice Control
Bard(2)
2
1/3
6
3
Bard
Acting, Music, Voice Control
Welsh Bard
1
1/5
7
4
Bard
Acting, Music, Voice Control
Each new character gets 2 random NWPs at First Level.

Each Level: 1 General/1 Specific to each class
Chance to pick = Square root of (INT + WIS) * 10 (24-60%) + New Level
Actively studying on own +15%
Studying with Teacher +30% * 1 Gladiators gain Warrior Skill/level (Sub Medical for Navigation)

Specialty class NWPs not available to everyone:
Quick-draw (Rogues): Possible 4th level of Initiative. If Initiative below 1, additional attack possible throw/draw.
Contact (Psionicist):
Discipline Related Skill (Psionicist):
Ejection (Psionicist):
Harness Sub-Conscious (Psionicist):
Hypnosis (Psionicist):
Meditative Focus (Psionicist):
Rejuvination (Psionicist):

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