Non-Weapon Proficiencies
The most detailed method for handling character skills is that of non-weapon proficiencies. These are much like weapon proficiencies. Each character starts with a specific number of nonweapon proficiency slots and then earns additional slots as he advances. Initial slots must be assigned immediately; they cannot be saved or held in reserve.
Every Player Character gains 1 NWP per level. In addition, each player gets a bonus proficiency according to the table below.
Non-weapon proficiencies are the most detailed way to handle the question of what the player character knows. They allow the player to choose from a broad selection and define the effects of each choice.
Unlike weapon proficiencies, in which some weapons are not available to certain character classes, all non-weapon proficiencies are available to all characters. Some non-weapon proficiencies are easier for certain character classes to learn, however. NWPs are divided into categories that correspond to character groups. The proficiencies listed under each group can be learned easily by characters of that group. A fifth category - "General" - contains proficiencies that can be learned easily by any character. When a player selects a non-weapon proficiency from those categories listed under "Proficiency Groups" for his character's group, it requires the number of proficiency slots listed. When a player selects a proficiency from any other category, the slot cost is doubled.
When a character uses a proficiency, either the attempt is automatically successful, or the character must roll a proficiency check. If the task is simple or the proficiency has only limited game use (such as cobbling or carpentry), a proficiency check is generally not required. If the task the character is trying to perform is difficult or subject to failure, a proficiency check is required. Read the descriptions of the proficiencies for details about how and when each can be used. If a proficiency check is required, which ability is used with each proficiency is listed. Add the modifier (either positive or negative) listed in to the appropriate ability score. Then the player rolls 1d20. If the roll is equal to or less than the character's adjusted ability score, the character accomplished what he was trying to do. If the roll is greater than the character's ability score, the character fails at the task. (A roll of 20 always fails.) The DM determines what effects, if any, accompany failure.
Of course, to use a proficiency, the character must have any tools and materials needed to do the job. A carpenter can do very little without his tools, and a smith is virtually helpless without a good forge. The character must also have enough time to do the job. Certainly, carpentry proficiency enables your character to build a house, but not in a single day! Some proficiency descriptions state how much time is required for certain jobs. Most, however, are left to the DM's judgment. The DM can raise or lower a character's chance of success if the situation calls for it. Factors that can affect a proficiency check include availability and quality of tools, quality of raw material used, time spent doing the job, difficulty of the job, and how familiar the character is with the task. A positive modifier is added to the ability score used for the check. A negative modifier is subtracted from the ability score.
Rath, skilled as a blacksmith, has been making horseshoes for years. Because he is so familiar with the task and has every tool he needs, the DM lets him make horseshoes automatically, without risk of failure. However, Delsenora has persuaded Rath to make an elaborate wrought-iron cage (she needs it to create a magical item). Rath has never done this before and the work is very intricate, so the DM imposes a penalty of -3 on Rath's ability check.
When two proficient characters work together on the same task, the highest ability score is used (the one with the greatest chance of success). Furthermore, a +2 bonus is added for the other character's assistance as long as they are able to successfully make their own proficiency check. The bonus can never be more than +2, as having too many assistants is sometimes worse than having none.
Non-weapon proficiencies can also be improved beyond the ability score the character starts with. For every additional proficiency slot a character spends on a non-weapon proficiency, he gains a +1 bonus to those proficiency checks. Thus, Rath (were he not an adventurer) might spend his additional proficiency slots on blacksmithing, to become a very good blacksmith, gaining a +1, +2, +3, or greater bonus to his ability checks.
Many non-player craftsmen are more accomplished in their fields than player characters, having devoted all their energies to improving a single proficiency. Likewise, old masters normally have more talent than young apprentices - unless the youth has an exceptional ability score! However, age is no assurance of talent. Remember that knowing a skill and being good at it are two different things. There are bad potters, mediocre potters, and true craftsmen. All this has much less to do with age than with dedication and talent.
General NWPs
Alertness
Animal Handling
Animal Rending
Animal Training
Art Expression/Dramatist
Artistic Ability
Athletics
Blacksmithing
Boat Piloting
Boatwright
Bonsai
Brewing
Carpentry
Cheesemaking
City Familiarity
Crude Clothesmaking
Cobbling
Cooking
Dancing
Debate
Deep Diving
Direction Sense
Drinking
Dwarf Runes
Eating
Etiquette
Fasting
Fire Building
Fishing
Foraging
Fungi Recognition
Go
Haggling
Heraldry
Haiku
Hiding
Ikebana
Language Modern
Legalism
Metalworking
Mining
Navigation Underground
Oration
Orienteering
Painting
Pest Control
Philosophy
Poetry
Politics
Pottery
Rhetoric
Riding Airborne
Riding Land-Based
Riding Sea-Based
Rope Use
Rowing
Sculpting
Seamstress/Tailor
Sign Language
Signaling
Singing
Slow Respiration
Smelting
Sound Analysis
Stewardship
Statecraft
Stonemasonry
Swimming
Ukio-e
Weather Sense
Weaving
Winemaking
Priest NWPs
Rogue NWPs
Animal Noise
Appraising
Assimilation
Awareness
Bartering
Begging
Blind-Fighting
Camouflage
Chanting
Chicanery
Close-Quarter Fighting
Craft Instrument
Crowd Working
Detect Signing
Disguise
Enamor
Endurance
Escape
Fast Talking
Feign Sleep
Fortune Telling
Forgery
Gaming
Gem Cutting
Giant Kite Flying
Grooming
Hunting
Information Gathering
Intimidation
Juggling
Jumping
Locksmithing
Looting
Night Vision
Poison Craft
Quick Study
Reading Lips
Riding Camel Specialization
Riding Horse Specialization
Sleight of Hand
Survival
Throwing
Tightrope Walking
Toxicology
Tracking
Trailing
Tumbling
Underclass
Ventriloquism
Voice Mimicry
Water Walking
Whistling & Humming
Warrior NWPs
Wizard NWPs
Research
Somatic Concealment
Sorcerous Dueling
Spellcraft
Spirit Lore
Tactics of Magic