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SECOND EDITION AD&D NON WEAPON PROFICIENCY CHART

 

Category   Name   Slots   Characteristic   Modifier   Notes
GENERAL   Acting  

1
  Charisma  

-1
  Bonus of +1 if disguise proficiency known
GENERAL, Dw Cr   Agriculture  

1
  Intelligence  

0
  Ha +1
GENERAL, Dw Wr, Dw Rg   Alertness ++  

1
  Wisdom  

1
  El +1, Ha +1
Pr, Rg, Wz, Dw Pr   Ancient History  

1
  Intelligence  

-1
  Dw +1, El +1, Gn +1
GENERAL, Dw Gen   Animal Handling *  

1
  Wisdom  

-1
  Rangers gain special benefit, El +1
Wr, Dw Wr   Animal Lore *  

1
  Intelligence  

0
  El +1
Rg @, Hu Gen   Animal Noise  

1
  Wisdom  

-1
  El +1, Gn +1, Ha +1
GENERAL, Dw Cr   Animal Training *  

1
  Wisdom  

0
  Rangers gain special benefit
Rg, Dw Gen   Appraising  

1
  Intelligence  

0
  Dw +3, Gn +1
Wr, Dw Cr   Armorer *  

1
  Intelligence  

-2, 0
  See Complete Fighter for more details
GENERAL, Dw Gen   Artistic Ability  

1
  Wisdom  

0
  Dw +1, El +1, Gn +1
Pr, Wz, Dw Pr   Astrology  

2
  Intelligence  

0
  El +1
Rg @, Hu Gen   Begging  

1
  Charisma  

Special
  Ha +1
GENERAL, Dw Cr   Blacksmithing  

1
  Strength  

0
  Dw +1, Gn +1
Rg, Wr, Dw Wr, Dw Rg   Blind-fighting  

2
  N/A  

N/A
  Dw 1 slot
GENERAL, Dw Sp   Boating  

1
  Wisdom  

1
  Dw -1
Dw Sp   Boatwright  

1
  Intelligence  

-2
   
Wr, Dw Cr   Bowyer/Fletcher  

1
  Dexterity  

-1
  Dw +2, El +1, Ha +1
GENERAL, Dw Cr   Brewing *  

1
  Intelligence  

0
  Dw +1, Gn +1, Ha +1
Pr, Rg   Bureaucracy  

2
  Intelligence  

0
   
Rg, Wr   Camouflage  

1
  Wisdom  

0
   
GENERAL, Dw Cr   Carpentry  

1
  Strength  

0
  Gn +1, Ha +1
GENERAL   Cartography  

1
  Intelligence  

-2
   
GENERAL   Chanting  

1
  Charisma  

2
   
Wr   Charioteering  

1
  Dexterity  

2
   
GENERAL   Cheesemaking  

1
  Intelligence  

0
   
GENERAL, Dw Cr   Cobbling  

1
  Dexterity  

0
  Gn +1, Ha +1
GENERAL, Dw Cr   Cooking  

1
  Intelligence  

0
  Ha +1
Rg, Wr, Dw Wr, Dw Rg   Close Quarter Fighting  

2
  Dexterity  

0
   
GENERAL, Dw Cr   Craft Instrument  

2
  Dexterity  

-2
   
GENERAL   Crowd Working  

1
  Charisma  

0
   
GENERAL, Dw Gen   Dancing  

1
  Dexterity  

0
  El +1
Hu Gen   Danger Sense  

2
  Wisdom  

1
   
Pr   Diagnostics  

1
  Wisdom  

-1
  Gives +1 with Healing Proficiency
GENERAL, Dw Gen   Direction Sense  

1
  Wisdom  

1
  Dw +1 indoors, El +1 outdoors
GENERAL   Distance Sense  

1
  Wisdom  

0
   
Rg, Dw Rg   Disguise  

1
  Charisma  

-1
  Dw -1, Gn +1
GENERAL   Drinking  

1
  Constitution  

0
  For non Hu, only works vs alcohol
GENERAL, Dw Gen   Dwarf Runes  

1
  Intelligence  

2
  Dw 0 slots
Hu Gen   Eating  

1
  Constitution  

0
   
Wr, Rg @, Dw Gen   Endurance  

2
  Constitution  

0
  Dw 0 slots
Pr, Wz, Dw Cr   Engineering  

2
  Intelligence  

-3
  Dw +3, Gn +1
GENERAL, Dw Gen   Etiquette  

1
  Charisma  

0
  El +1
GENERAL   Falconry  

1
  Wisdom  

-1
   
Rg @, Hu Gen   Fast-talking  

1
  Charisma  

Special
  Ha +1
GENERAL, Dw Gen   Fire-building  

1
  Wisdom  

-1
  Dw +1
GENERAL, Dw Sp   Fishing *  

1
  Wisdom  

-1
   
Rg, Wr   Foraging  

1
  Intelligence  

-2
   
Rg, Dw Rg   Forgery  

1
  Dexterity  

-1
  Dw 2 slots, Gn +1, Ha +1
Rg @, Hu Gen   Fortune Telling  

2
  Charisma  

2
  Ha +1
Dw Gen   Fungi Recognition  

1
  Intelligence  

3
   
Rg, Wr, Dw Wr, Dw Rg   Gaming *  

1
  Charisma  

0
  El +1, Gn +1, Ha +1
Rg, Wz, Dw Cr   Gem Cutting  

2
  Dexterity  

-2
  Dw +2 Dw 1 slot, Gn +1
Pr, Dw Pr   Healing *  

2
  Wisdom  

-2
  El +1, Ha +1
GENERAL, Dw Gen   Heraldry  

1
  Intelligence  

0
   
Pr, Rg @, Wz, Dw Cr, Dw Pr   Herbalism +  

2
  Intelligence  

-2
  El +1, Gn +1, Ha +1
GENERAL   Hiding  

2
  Intelligence  

-1
  El +1, Ha +2
Wr, Rg @, Dw Wr   Hunting *  

1
  Wisdom  

-1
  Dw -1, El +1
Rg @   Information Gathering  

1
  Intelligence  

Special
   
Rg @, Dw Wr, Hu Wr   Intimidation  

1
  Strength/Charisma  

0
  Dw +1
Wr   Jousting  

1
  Desterity  

2
   
Rg, Dw Rg   Juggling  

1
  Dexterity  

-1
  Dw -1, Gn +1, Ha +1
Rg   Jumping  

1
  Strength  

0
  El +1
Pr, Wz, Dw Pr   Languages, Ancient  

1
  Intelligence  

0
  El +1, Gn +1
GENERAL, Dw Gen   Languages, Modern  

1
  Intelligence  

0
   
Pr, Wr   Law  

1
  Wisdom  

0
   
GENERAL, Dw Cr   Leatherworking  

1
  Intelligence  

0
  El +1, Ha +1
Pr, Rg, Dw Rg, Dw Pr   Local History  

1
  Charisma  

0
  El +1, Gn +1, Ha +1
Dw Gen   Local Dwarf History  

1
  Charisma  

2
   
Rg @, Dw Cr   Locksmithing  

1
  Dexterity  

0
  Dw +1, Gn +1
Rg @, Hu Gen   Looting  

1
  Dexterity  

0
   
GENERAL, Dw Cr   Mining  

2
  Wisdom  

-3
  Dw +2 Dw 1 slot, Gn +1
Wr, Dw Wr, Dw Sp   Mountaineering  

1
  N/A  

N/A
   
Pr, Rg (Bards), Dw Rg, Dw Pr   Musical Instrument  

1 (1/3)
  Dexterity  

-1
  Dw -1, El +1, Ha +1
Hu Wr   Natural Fighting  

2
  Strength  

1
   
Pr, Rg @, Wr, Wz, Dw Sp   Navigation  

1
  Intelligence  

-2
  Dw -1
Dw Gen   Navigation, Underground  

1
  Intelligence  

0
   
GENERAL   Observation  

1
  Intelligence  

0
  El +1, Ha +1
Pr, Wr   Oratory  

1
  Charisma  

0
   
GENERAL   Persuasion  

1
  Charisma  

0
   
Dw Rg   Pest Control  

1
  Wisdom  

0
   
GENERAL   Poetry  

1
  Intelligence  

-2
   
GENERAL, Dw Cr   Pottery  

1
  Dexterity  

-2
  Dw -1, Gn +1, Ha +1
Rg, Dw RG   Reading Lips  

2
  Intelligence  

-2
  Dw 1 slot
Pr, Rg @, Wz, Dw Pr   Reading/Writing  

1
  Intelligence  

1
  El +1
Pr, Wz, Dw Pr   Religion  

1
  Wisdom  

0
   
GENERAL, Dw Sp   Riding, Airborne *  

2
  Wisdom  

-2
  Rangers gain special benefit
GENERAL, Dw Gen   Riding, Land-based *  

1
  Wisdom  

3
  Rangers gain special benefit, Dw -5
GENERAL   Riding, Sea-based  

2
  Dexterity  

-2
   
GENERAL, Dw Gen   Rope Use  

1
  Dexterity  

0
  Dw +1, El +1, Gn +1
Wr   Running  

1
  Constitution  

-6
   
GENERAL   Seamanship  

1
  Dexterity  

1
   
GENERAL, Dw Cr   Seamstress/Tailor  

1
  Dexterity  

-1
  Dw -1, El +1, Ha +1
Rg, Wr, Dw Rg   Set Snares  

1
  Dexterity  

-1
  Dw +1, El +1, Gn +1, Ha +1
Dw Gen   Sign Language  

1
  Intelligence  

2
   
GENERAL, Dw Gen   Signaling  

1
  Intelligence  

-2
  Dw +4
GENERAL, Dw Gen   Singing  

1
  Charisma  

0
  Dw +2, El +1
Dw Gen   Slow Respiration  

1
  N/A  

N/A
   
Dw Cr   Smelting  

1
  Intelligence  

0
   
Dw Gen   Sound Analysis  

1
  Wisdom  

0
   
Pr, Wz, Dw Pr   Spellcraft  

1
  Intelligence  

-2
  El +1, Gn +1
Wr   Spelunking  

1
  Intelligence  

-2
   
GENERAL, Dw Cr   Stonemasonry  

1
  Strength  

-2
  Dw +2, Gn +1
Rg @, Wr, Dw Sp   Survival  

2
  Intelligence  

0
  Rangers gain special benefit
Gn Rg @, Gn Wr   Survival, Hills, Woods  

2
  Intelligence  

1
   
El Rg @, El Wr   Survival, Woodland  

2
  Intelligence  

1
   
Dw Wr   Survival, Hills, Mtns  

1
  Intelligence  

0
   
Dw Gen   Survival, Underground  

1
  Intelligence  

0
   
GENERAL, Dw Sp   Swimming  

1
  Strength  

0
  Dw -1
Rg, Dw Rg   Tightrope Walking  

1
  Dexterity  

0
  El +1
Rg @, Wr   Tracking  

2
  Wisdom  

Special
  Rangers gain special benefit, El +1
Wr   Trail Marking  

1
  Wisdom  

0
   
Rg, Wr   Trail Signs  

1
  Intelligence  

-1
   
Rg @   Trailing  

1
  Dexterity  

Special
  Ha +1
Rg, Dw Rg   Tumbling  

1
  Dexterity  

0
  El +1, Ha +1
Rg, Dw Rg   Ventriloquism  

1
  Intelligence  

-2
  Gn +1
Pr, Rangers   Veterinary Healing  

1
  Wisdom  

-3
   
Rg @, Hu Gen   Voice Mimicry  

2
  Charisma  

Special
   
Wr, Dw Cr   Weaponsmithing  

3
  Intelligence  

-3
  Dw +2 Dw 2 slots
Wr   Weaponsmithing, Crude  

1
  Wisdom  

-3
   
GENERAL, Dw Sp   Weather Sense  

1
  Wisdom  

-1
  El +1
GENERAL, Dw Cr   Weaving  

1
  Intelligence  

-1
  Dw -1, El +1, Ha +1
GENERAL   Whistling/Humming  

1
  Dexterity  

2
   
Wr, Dw Wr   Wild Fighting  

2
  Constitution  

0
   
GENERAL   Winemaking  

1
  Intelligence  

0
  El +1, Ha +1
                     
                     
                     
All proficiencies not marked with a Dw cost dwarves 2 extra proficiency slots.
Italics mean that the skill requires that a single facet be specified.
Bold means dwarves gain special abilities in that skill above and beyond a modifier bonus...see Complete Dwarves for details
A Dwarf may choose one Dwarven Craft Proficiency (Dw Cr) at no cost
All plusses are cumulative. Thus, if a proficieny has a standard -1 modifer, but the notes give Dwarves a +2, then for a Dwarf, the net modifier becomes +1
Skills listed only as Dw types may not be learnt by anyone but Dwarves
Skills listed only as Gn types may not be learnt by anyone but Gnomes
Skills listed only as El types may not be learnt by anyone but Elves
Skills listed only as Hu types may not be learnt by anyone but Humanoids
Dwarves have differnet numbers of proficiencies for each class...see Complete Dwarves for details
Elves start with 2-3 extra proficiencies at first level
* = special benefits or application for Paladins
@ = Some Thief Kits (and all normal Thieves) must pay an extra slot...see Complete Thief
+ = For a total of 3 or more slots, Druids may learn herbal magic...see Complete Druid
++ = Alertness description is as per Complete Humanoid (-1 to surprise chance) not per the Complete Thief

 

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