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OOC/NEWS : Information: Non-weapon Proficiencies
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 Message 1 of 5 in Discussion 
From: MSN NicknameHiel-  (Original Message)Sent: 10/23/2006 4:37 PM
FOR INFORMATION AND GAME PURPOSES ONLY.
DO NOT POST TO THREAD.

NWP Proficiencies
The skills listed below are based off PC cost points. To convert to the slot methodology simply divide the cost points by two (2).

OPTIONS:
"Improvement by level advancement."
Initial gaining of any NWP skill does NOT infer instant subject matter expertise on the recipient, and incurs a -6 penalty (modified by any pertinent penalty/bonuses in the skill description) at the level of acquisition. The penalty is automatically reduced because of usage while level gaining, and follows an arithmetically cumulative (+1+2+3+4+5) progression of levels after initial acquisition of the skill (Acquisition Level: 1 level after = -5, 3 levels after = -4, 6 levels after = -3, 10 levels after = -2, 15 levels after -1, etc.). Added slot devotions to a skill half the penalty progression, starting the level progression process over once more.

"Learning on the Fly."
When making a nonweapon proficiency check, any attempt that succeeds with a roll of "1" permanently increases that particular ability by one point, as the character gained new insight into the skill during its application.


Proficiency Descriptions

1. Administration
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 3
Ability: Intelligence/Knowledge
Many temples own substantial amounts of land and property, wielding power over vast areas. Priests who can manage these lands and turn a tidy profit in the name of the church are always in demand. A character with this proficiency is skilled in the management and accounting of enterprises ranging from the agriculture of an entire province to the vineyards of a single small monastery. He knows how to account for money, plan work, and supervise the collection of taxes or the sale of goods.

2. Agriculture
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Intelligence/Knowledge
This skill includes automatic success at planting, harvesting, storing crops, using an existing irrigation system, tending animals, and butchering. Tasks that require proficiency checks include designing or making an irrigation system, and weed and pest control. The animal empathy and climate sense traits each provide +2 bonuses to relevant agriculture proficiency checks.

3. Alchemy
Source: Players Option: Spells & Magic
NWP Group: Wizard
Cost: 5
Ability: Intelligence/Reason
A wizard with this skill is not necessarily an alchemist or a specialist in the school of alchemy, but he is well-versed in the physical aspects of magical research and the properties of various chemicals, reagents, and substances. If the character has access to a decent laboratory, he can use his knowledge to identify unknown elements or compounds, create small doses of acids, incendiaries, or pyrotechnical substances, or (if he is 9th level or higher) brew potions. Refer to Chapter 5 of Players Options: Spells & Magic for information on the size, cost, and equipment of an alchemical laboratory. Naturally, a wizard may be able to defray some of the costs by sharing his facilities or striking some kind of deal with a local wizard's guild; the DM can come up with the details.
Identifying substances or samples of unknown material requires 1 to 4 days and a successful proficiency check. Simple materials, such as powdered metals or ores, provide the alchemist with a +1 to +4 bonus on his check, at the DM's discretion. Rare, complex, or damaged or incomplete samples might impose a -1 to -4 penalty.
Creating dangerous substances such as acids or burning powders takes 1d3 days and 20-50 gp or (1d4+1) x 10 per vial, or 2-5 days and 50-100 gp or (1d6+4) x 10 per flask. The alchemist must pass a proficiency check in order to successfully manufacture the substance; failing the check with a natural roll of 20 results in an explosion or other mishap that exposes the character to the effects of his work and damages the laboratory for 10%-60% or 1d6 x 10% of its construction value.
Acid inflicts 1d3 points of damage per vial, or 2d4 points of damage per flask, and continues to injure the victim the next round; the vial inflicts 1 point of damage in the second round, and the flask causes 1d3 points of damage. In addition, the flask is large enough to splash creatures near the target; see Grenadelike Missiles in the DMG. Acid can also burn out a lock or clasp, forcing an item saving throw.
Incendiaries ignite when exposed to air. A flask of incendiary liquid inflicts damage as per burning oil (2d6 points in the first round and 1d6 in the second.) Again, refer to the DMG. Incendiary powders or liquids can easily start fires if used on buildings, dry brush, or other such surfaces.
Pyrotechnic materials resemble incendiaries, but create clouds of billowing smoke; a vial creates a cloud of smoke 5 feet high by 5 feet wide by 5 feet deep, obscuring vision; a flask creates a cloud of smoke 10 feet high by 10 feet wide by 10 feet deep. The clouds persist for 1d3 rounds, depending on the wind and other conditions.
Alchemy is an expensive hobby, to say the least, and it can be a dangerous one as well. If a player character is abusing this proficiency (i.e., walking into a dungeon with 10 flasks of acid in his pack), the DM can require item saving throws for all those beakers anytime the character slips, falls, or is struck by an opponent.

4. Alms
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 3
Ability: Charisma/Appearance
Some orders of priests rely on the charity of others for their support and livelihood. A character with this proficiency is able to find food, shelter, and clothing in return for the benefit of his wisdom and a blessing or two for his hosts. The quality of the charity the priest finds may vary widely, depending on the wealth of his prospective hosts, their piety and their recognition of his deity, and the way the priest presents himself. Generally, if there's shelter to be had, the priest can make use of it, but obtaining food or clothing for his companions may require a nonweapon proficiency check at the DM's discretion.

5. Anatomy
Source: Players Option: Spells & Magic
NWP Group: Wizard
Cost: 4
Ability: Intelligence/Reason
This proficiency reflects a character's detailed knowledge of the structure and arrangement of the human body, including the location and function of bones, muscles, organs, and other soft tissues. This skill has two distinct uses for a wizard; first of all, knowledge of anatomy provides the character with a +2 bonus on any healing proficiency checks he attempts. Secondly, the wizard can use this skill to repair corpses that have been badly damaged. With a successful proficiency check, the wizard can strengthen and reinforce a body, making it more suitable for animation as a mindless undead. This provides a hit point bonus of +1 per die for skeletal remains, or a bonus of +2 hp per die for a creature to be animated as a zombie.

6. Ancient History
Source: Players Option: Skills & Powers
NWP Group: Priest, Rogue, Wizard
Cost: 3
Ability: Wisdom/Intuition, Intelligence/Knowledge
Characters with this proficiency are familiar with the legends, rulers, and writings of a specific historical period in the campaign world. They will recognize, without a proficiency check, items, scrolls, artwork, etc. of that period. They will know the main historical figures, such as kings and powerful villains, and the major circumstances of those individuals' lives and deaths. With a successful proficiency check they will recall lesser figures, such as lords, knights, and heroes, and recall legendary tales, important sigils, and perhaps be able to decipher a small bit of text, symbols, or hieroglyphics. The obscure knowledge trait provides a +3 to this character's proficiency rating.

7. Ancient Languages
Source: Players Option: Skills & Powers
NWP Group: Priest, Wizard
Cost: 4
Ability: Intelligence/Knowledge
Adventurers with this proficiency are familiar with at least one ancient language-i.e. they have the reading/writing proficiency with the chosen languages. If confronted with an example of a historically-related language, they can decipher about a paragraph of that tongue with a successful proficiency check. For each character point spent on this proficiency (after initially acquiring it) add one additional ancient language to the list of languages a character knows fluently. The precise memory trait provides a +2 to this proficiency rating.

8. Animal Handling
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Wisdom/Willpower
This proficiency allows characters to automatically steer carts, plow horses, etc. With a successful proficiency check, they can soothe domesticated animals and beasts of burden which become agitated or frightened. The characters receive a +1 bonus to proficiency checks made with any of the animal-riding proficiencies, and they receive a +2 bonus to their proficiency rating if they have the animal empathy trait.

9. Animal Lore
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 3
Ability: Intelligence/Knowledge, Wisdom/Intuition
Adventurers with animal lore have a store of knowledge about animal behavior, and without any proficiency check will know the basic feeding and social habits (i.e. herding, nesting, etc.) of animals with which they have past experience.
With a proficiency check, a character can determine whether an observed animal is intending to attack or to flee, or predict that animals will come along a trail at a certain time of day. This character gets a +2 bonus to checks made using the set snares proficiency.
The character can imitate the calls of wild animals (except for very large creatures). A successful check means that the imitation is virtually perfect, and even fools animals of the same type. A failed check might fool other characters, but will not deceive the animals.

10. Animal Training
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 4
Ability: Wisdom/Willpower, Charisma/Leadership
When players choose this proficiency, they must declare what type of creature their characters will learn to train. Suggestions include dogs, falcons, parrots, horses, pigeons, elephants, and ferrets. More exotic animals can be chosen at the DM's option. Monsters with animal intelligence are another possibility, though they can be difficult to control-in effect, requiring more frequent proficiency checks.
Training of an animal requires a rather lengthy period of time-a matter of weeks, at least, for even the most basic tasks. A character who spends this amount of time will succeed at the training (no check necessary). Such tasks include dogs being trained to stay, come when summoned, and guard a specific location; pigeons returning to the roost; falcons hunting and killing game; and horses bearing saddles and obeying simple riding commands.
More elaborate tasks also take time to teach, and these require proficiency checks: dogs patrolling a circuit, or retrieving specific objects; and horses performing the maneuvers of a knightly charger are examples.
A character with the animal empathy trait gains a +1 bonus to this proficiency rating.

11. Appraising
Source: Players Option: Skills & Powers
NWP Group: Rogue
Cost: 2
Ability: Intelligence/Reason, Wisdom/Intuition
This skill allows the character to make generally accurate (+ or -10%) assessments of common objects, including items made of precious metals and gemstones. The character can also assess, to + or -25%, the value of objects of art, tapestries, furniture, weapons, etc.-provided a variety of these items are present in the game world. These assessments require no proficiency checks, and the DM can roll (d20 or d100) to determine the accuracy of the appraisal.
A character who passes a proficiency check will be able to identify a forgery of a valuable object, to make a very accurate assessment of the value of a common item (within 5%), or to make a general assessment of the worth of an uncommon item, including artifacts. The DM may wish to roll this check, and on a roll of 20 the character makes a wildly inaccurate assessment.

12. Arcanology
Source: Players Option: Spells & Magic
NWP Group: Wizard
Cost: 4
Ability: Intelligence/Knowledge
The study of the history and development of magic is termed arcanology. A wizard with expertise in this field is familiar with the works of past wizards. If there was a source of powerful magic in the campaign's past-for example, Netheril or Myth Drannor in the Forgotten Realms campaign setting-the arcanologist has a good idea of who the great mages were and what they were able to accomplish. Special magical items, spells, or forms of magic wielded by these ancient sorcerers are familiar to the arcanologist. With a successful proficiency check, the arcanologist can identify the general purpose and function of an ancient magical item; the DM may apply a penalty of -1 to -4 if the item comes from a region outside the arcanologist's normal studies, or is especially rare or obscure. Note that this ability doesn't help a wizard to identify items manufactured by the "modern" school or tradition of magic, whatever that may be.

13. Armourer
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 5
Ability: Intelligence/Knowledge, Strength/Muscle
A character with this proficiency can make the types of armour typically available in the campaign world. The armourer requires the proper raw materials (plate metal, tough leather, etc.) and enough time to do the job properly. Time ranges from about two weeks for a shield to 20 weeks for a suit of plate mail armor. No proficiency check is required generally, though if the armourer tries to rush the job or work with less than adequate materials a proficiency check should be rolled to determine if the character is successful.
The armourer can also make field repairs to armour that has been damaged through use. These repairs always require proficiency checks, and if the check fails the armour or shield is lost.

14. Astrology
Source: Players Option: Skills & Powers
NWP Group: Priest, Wizard
Cost: 3
Ability: Wisdom/Intuition, Intelligence/Knowledge
This character has a general understanding of the movement of celestial bodies, and the influence of that movement upon the beings of the campaign world. The astrologer can identify numerous constellations, and knows many of the legends behind their naming. The character can make limited predictions for the future, always in vague terms-whether these are accurate is up to the DM. A character with this proficiency gains +2 on all checks made using the navigation proficiency, providing the stars can be seen. A character with the trait of empathy gains a +1 bonus to the astrology proficiency rating.

15. Astronomy
Source: Players Option: Skills & Powers
NWP Group: Wizard
Cost: 2
Ability: Intelligence/Knowledge
A character proficient in this skill has a detailed knowledge of the relative movement of stars, moons, and planets. The character can predict with complete accuracy the arrival of eclipses, comets, and other cosmic phenomena (evening and morning stars, full moons, etc.) The astronomer can identify numerous stars and constellations, and gains a +3 bonus to all checks made using the navigation proficiency, providing that the stars can be seen.

16. Blacksmithing
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 4
Ability: Strength/Muscle, Intelligence/Knowledge
A character with the blacksmithing proficiency can handle a forge, bellows, hammer and tongs, to create tools and other objects out of iron. The character cannot make weapons or armour, but can make-without a proficiency check-simple items such as horseshoes, nails, brackets and buckles. By making a successful proficiency check, the character can create intricate objects such as wire cages and locks. A blacksmith can make an iron hoop for a wheel that has been made by a carpenter; this combination of proficiencies is required for a strong wheel.

17. Blind-fighting
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 4
Ability: Wisdom/Intuition, Dexterity/Balance
This allows characters to ignore many of the problems inherent in fighting without being able to see. In total darkness, the character suffers -2 (not -4) to attack rolls, and suffers no penalties to AC versus melee attacks. In starlight or moonlight, the character suffers only a -1 penalty to attack rolls.
When moving in darkness, the character is allowed to make a proficiency check at the beginning of a round; success means no movement penalties are assessed because of the darkness, while failure means the normal penalty applies.
When in combat with an invisible creature, the character with blind-fighting proficiency suffers only a -2 to attack rolls, but gains no benefit toward discovering the creature.

18. Boat Piloting
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Strength/Muscle, Intelligence/Reason
This proficiency is useful for negotiating challenging waters with a rowboat, canoe, or small dory. When shooting a rapids, trying to stay afloat in a storm, or trying to row upstream against a strong current, the character will succeed without a proficiency check-unless the water conditions are very extreme. In this case, the DM will require an appropriately modified roll; a successful roll means that the character negotiates the challenge and no further checks are necessary (until the next stretch of rapids, etc.). Failure does not necessarily mean that the boat sinks, but it gets swept away by the current, or turned about, or moderately swamped-with everything and everyone inside getting wet. If the rough water continues, the character must make additional proficiency checks (every 1-6 rounds). The character's proficiency rating suffers a -1 modifier for each failed check, indicating the difficulty of steering a boat that is slowly filling with water.
The character also knows the basics of sailing, and can effectively manoeuvre a single-masted sailboat. As above, challenges will require proficiency checks, with failed checks leading to increasingly dire straits.

19. Bookbinding
Source: Players Option: Spells & Magic
NWP Group: Wizard, Priest
Cost: 3
Ability: Intelligence/Knowledge, Dexterity/Aim
A character with this skill is familiar with the process of assembling a book. Bookbinding is a demanding task; the pages must be glued or sewn to a common backing of some kind, protected by various kinds of varnishes or treatments, and then fastened to a strong and durable cover. Additional chemicals or compounds to ward off mildew and deter moths and bookworms are a necessary precaution.
Bookbinding is especially helpful for a wizard assembling a spell book. Normally, a wizard must pay a bookbinder 50 gp per page for a standard spell book, or 100 gp per page for a traveling spell book-see Chapter 7 of the DMG. A wizard who does this work himself reduces these costs by 50%, although the process takes at least two weeks, plus one day per five pages. If the character passes a proficiency check, his spell book gains a +2 bonus to item saving throws due to the quality and craftsmanship of the work. In addition, the wizard must succeed in a proficiency check if he is dealing with unusual or unsuitable materials, such as metal sheets for pages or dragon scales for a cover.

20. Bowyer/Fletcher
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 5
Ability: Intelligence/Knowledge, Dexterity/Aim
This character can make bows and arrows (but not arrowheads) of the types available in the campaign world. Given appropriate materials, the character can successfully make a bow or 2-12 arrows in a day. (Note that finding the right branch for the bow, or the proper shafts and feathers for the arrows might take several days of searching!)
Weaponsmiths are required to make good steel arrowheads. If none are available, the character can fire harden the wooden tips of his arrows, but these weapons suffer a -1 penalty on all damage rolls, and any arrow that misses its target is 50% likely to be broken.

21. Brewing
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Intelligence/Knowledge
This category includes the brewing of malt beverages, the making of wine, and the distilling of stronger drink. A character can perform all the basic functions of the brewer's art without requiring a proficiency check. If the brewer chooses to make the check, failure means that a batch has been wasted, but success means that a particularly fine vintage has been created.

22. Bureaucracy
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 5
Ability: Intelligence/Knowledge, Charisma/Appearance
This proficiency encompasses a working knowledge of temple or government organization and protocol, and the skills necessary to navigate through bureaucracies. The character knows which officials to approach and when to approach them, where records are kept and how to gain access to them, and how to circumvent unfriendly or sluggish bureaucrats. Unless there are extenuating circumstances, the character can get permits or documents completed in half the normal time. In addition to these skills, the character can attempt to turn the system against someone else. With a successful proficiency check, the amount of time required to make a decision doubles-permits are misplaced or filled out incorrectly, or important documents are held up on the wrong desk. For example, a character could keep a shady wizard from gaining permission to build a tower in the town, or he might obstruct a thief's request for bond or parole.

23. Camouflage
Source: Players Option: Combat & Tactics
NWP Group: Warrior, Rogue
Cost: 4
Ability: Intelligence/Knowledge
Characters skilled in camouflage understand how to stay out of sight in natural surroundings. Unlike hiding in shadows, camouflage requires one of two things: good cover nearby or a lot of preparation. It's possible for a character to hide himself on a flat, rocky desert, but he'd need to have special clothes and time to ready a hiding spot. On the other hand, almost anyone can duck behind a tree on short notice.
If the character passes his camouflage check, he is considered to be effectively invisible as long as he doesn't move. He can avoid encounters if he chooses, or gain a -1 bonus on his chance to surprise someone who doesn't spot him. The character's check is modified as noted below: Ground Cover: -4 penalty if no vegetation is nearby;
Terrain: +1 bonus if terrain is rocky, hilly, or broken, +2 if very rocky;
Preparation Time: -2 if character has only one round of warning, -4 if character has no warning. Rangers and thieves gain a +40% to their chance to hide in shadows if they pass a camouflage check in conjunction with their attempt to hide in shadows.

24. Carpentry
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Strength/Stamina, Intelligence/Knowledge
This character knows the basics of working with wood and can create-with no check required-small structures, fences, platforms, cabinets, carts and wagons. The carpenter can make wooden wheels, but a blacksmith must form the iron rim or the wheel will have a very short life expectancy.
A carpenter might build a short footbridge, a wooden clock, or a dumbwaiter system-these tasks will require a proficiency check. Larger projects such as major bridges, boats, or catapults, require the aid of a character with the engineering proficiency.

25. Ceremony
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 2
Ability: Wisdom/Intuition
A priest with this proficiency is well-versed in the various rites, observances, and ceremonies of his temple. He is qualified to oversee normal worship or devotions, but conducting the rites in difficult or unusual situations may require a proficiency check. This proficiency also includes familiarity with ceremonies such as weddings, namings, and funerals, and the priest can perform these services appropriately.

26. Charioteering
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 4
Ability: Dexterity/Balance, Wisdom/Willpower
A character with this skill can move a chariot at its normal speed, and effectively drive it over a smooth, wide road. The proficient character requires no check to drive or steer the chariot, including traveling across relatively flat, open countryside, charging into battle, and performing the turns, stops, and starts that might be required on the battlefield.
By making a proficiency check, the character can guide the chariot through obstacles such as deep fords, steeply-climbing terrain, ditches, and rough or rocky ground. Also, with a successful check, the character can add 1/3 to a chariot's movement rate for the duration of a charge or a march. However, failure of this check means that the chariot moves at its normal rate, but that the horses fatigue in half the normal time. Characters with the animal empathy trait gain a +1 bonus to their ratings with this proficiency.
Note that certain obstacles are simply impassable to chariots, including walls, water too deep (or too muddy on the bottom) to ford, thick forests, and mountainous terrain.

27. Cobbling
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Dexterity/Aim, Intelligence/Knowledge
A character with this skill can makes shoes, boots, and sandals. No checks are normally required, but if the character attempts a field repair of damaged footwear, or tries to fashion shoes from wood or leather that has been scrounged up, a successful check is needed.

28. Concentration
Source: Players Option: Spells & Magic
NWP Group: Priest, Wizard
Cost: 5
Ability: Wisdom/Willpower, Constitution/Fitness
A character with this talent has rigorously trained himself to ignore distractions of all kinds, deadening his mind to pain or sensation. This allows the character to ignore annoyances or disturbances that might otherwise interfere with the casting of a spell. In order to use this ability, the player must state that his character is concentrating when he begins to cast a spell. If the character is struck by an attack that causes 2 or less points of damage, he is permitted to attempt a proficiency check to ignore the distraction and continue to cast his spell (unless, of course, the damage is enough to render him unconscious.) The character can also try to ignore grappling or restraining attacks that cause no damage but suffers a -4 penalty to his check. Spells that incapacitate without damaging, such as hold person or command, still interrupt the caster if he fails his saving throw.
A character using this ability must focus on the casting of his spell to the exclusion of all other activity, even direct attacks. Any Dexterity adjustment to his Armor Class is lost, and in addition flank or side attacks are treated as rear attacks, with a +2 bonus to hit instead of a +1.
29. Cooking
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Intelligence/Reason
This character knows the basics of food preparation, and he can generally cook, bake, fry, and so forth without a proficiency check. Checks are required if the character attempts to prepare truly gourmet meals, or tries to make a palatable dinner out of unpalatable ingredients-grubs, roots, and bark, for example.

30. Courtly Intrigue
Source: Dragon 256
NWP Group: Rogue
Cost: 3
Ability: Wisdom/Intuition, Intelligence/Knowledge
A character with this proficiency is well versed in the intricacies of court life and the affairs of nobility. The character knows all the gossip, has heard all the rumors, and has a good idea of who does what and to whom. The character does not know the accuracy of the information it is all hearsay. (If a character with this proficiency attempts to do something he shouldn't do in a court setting, the DM tells the player the faux pas his character is about to commit.) A proficiency check is required if a character wants to learn new information or uncover the latest rumor. Success means the character found out a few bits of information. Failure means either no information or wild rumors. Courtly Intrigue is especially useful when combined with the NWP Etiquette. A character with both proficiencies receives a +1 to the NWP scores of each.

31. Cryptography
Source: Players Option: Skills & Powers
NWP Group: Rogue, Wizard
Cost: 3
Ability: Intelligence/Reason, Wisdom/Intuition
The character with this proficiency has some training and skill in deciphering hidden messages and codes. In its basic form, the character is allowed to make a proficiency check when confronted with a coded message. If successful, the DM can reveal a general overview of the secret missive.
This proficiency is more fun when used as an aid to role-playing. Ideally, the use of the cryptography proficiency requires a great deal of involvement from the player-and a certain amount of puzzle design by the DM-instead of simply passing a check and demanding that a coded message be explained by the DM.
Rather, a character with the cryptography proficiency should have the chance of recognizing a code concealed within a written or spoken message, or perhaps hidden by some other medium-an intricately woven tapestry or sculpted piece of heraldry, for example. The DM will usually roll this check secretly, announcing that the character observes something unusual.
If the character notices the encoded sigil, the DM should describe it in considerable detail-word for word, if it is a written message. The character can make an additional proficiency check during the course of the decoding; if successful, the DM can provide a significant clue-a name, place, or date that is mentioned, for example. The bulk of the decoding should still be performed by the player.

32. Dancing
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Dexterity/Balance, Charisma/Appearance
The character knows and can perform the moves of many types of dances, including some that involve precise and detailed steps. All dances common to the character's society will be familiar. Rare, archaic, or unusual dances will be known with a proficiency check. Also, characters who have had a chance to observe an unknown dance can perform it (-2 modifier, +1 for each time after the first that it is seen performed).
Truly spectacular dances-the kind that win character's campaign-wide acclaim-combine elements of dance proficiency with skills of tumbling, tightrope walking, and jumping.


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 Message 2 of 5 in Discussion 
From: MSN NicknameHiel-Sent: 10/23/2006 4:43 PM
33. Dark Sense
Source: Dragon 254
NWP Group: Rogue, Warrior
Cost: 4
Ability: Wisdom/Intuition
The character has an uncanny ability, if moving at half speed or less, to sense objects or empty space in complete darkness. This requires total concentration, and so is useless in combat. Using this ability, the character could navigate through a dark room, avoiding collisions with furniture and stopping before stepping into a gaping pit. The DM should require a roll whenever the character comes close to some-thing that could be sensed. Success means that the character is aware that his path is either blocked by an object or that there is no solid ground at his feet. Failures are obvious because of the resulting collision or plunge.

34. Deep Diving
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Dexterity/Balance, Constitution/Health
A character with this proficiency can add 10 feet per round to his speed of descent when diving into the water, or from the surface. Thus, a character with the deep diving proficiency can descend 30 feet per round, plus modifiers for encumbrance, running start, and height. Likewise, a character with the deep diving proficiency can surface at a rate of 30 feet (not 20 feet) per round.
This proficiency provides characters with the ability to hold their breath for 2/3 their Constitution scores in rounds, not the 1/3 allowed to most characters. Effects of exceeding the allotted time are the same, regardless of proficiency ratings.

35. Diplomacy
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 3
Ability: Wisdom/Intuition, Charisma/Leadership
This is the grand art of high diplomacy between states or organizations. A character skilled in diplomacy knows the correct procedures and unwritten rules of negotiations between states or large organizations. He is capable of discerning the true intent of the various declarations, statements, and gifts or exchanges that make up a diplomatic encounter, and he is able to take his own wishes and couch them in proper diplomatic terms. Normally, the character need only make proficiency checks if the negotiations are particularly delicate or difficult. However, if there is a specific goal or compromise the character is working towards, he may attempt a check to see if he can win the other side over to his point. Naturally, the DM can apply a modifier of -8 to +8 depending on what the diplomat's offer means for the parties involved. Requesting the surrender of a vastly superior enemy is next to impossible, unless the character can convince them that they stand to gain something of great value by giving up. In any event, the DM shouldn't use this ability as a substitute for good role-playing by the players.

36. Dirty Fighting
Source: Dragon 254
NWP Group: Rogue, Warrior
Cost: 3
Ability: Intelligence/Knowledge
A character with this proficiency is familiar with a number of cheap shots and tricks that can be used in fighting. This proficiency should never be taken by anyone who must uphold any sort of moral code. A paladin, for example, would never resort to dirty fighting unless he wanted to lose favour with his deity. Whenever a player wants his character to use this ability he should state what his character is attempting to do, then make a proficiency check. Success means that the trick worked, and the character gains an extra attack in that round at +2 to hit and damage. Failure means that the move was noticed or anticipated, and the intended victim gains an extra attack in that round against the character, who enjoys no Dexterity bonus to his armour class for that attack only. After the first attempt, a cumulative -2 penalty should be applied to any further attempts made against the same opponent. For example, Krik the thief is fighting a city guard. He scoops up a handful of sand (rolls a successful proficiency check) and throws it in the guard's eyes. As the guard yells in pain and rubs his eyes, Krik gives him a nasty cut with his dagger. The fight continues, and Krik attempts to kick the guard in the shin. This time, the proficiency check is made with a -2 penalty; as the guard has grown wary of Krik's cheap shots. Krik misses (fails his check); as he recovers his footing, the guard smashes Kirk with his mace.

37. Disguise
Source: Players Option: Skills & Powers
NWP Group: Rogue
Cost: 4
Ability: Wisdom/Intuition, Charisma/Leadership
Characters trained in this proficiency can conceal their appearance through makeup and costuming. If they seek simply to alter their appearance without concealing size, sex, or race-for example, to go out in a city without anyone discovering what they look like-they can succeed without a proficiency check.
If the task is more difficult-the character in disguise meets and talks with an acquaintance, for example-a successful proficiency check is required. Characters who try to alter the appearance of their sex, race, or size, must make successful proficiency checks with a -2 penalty for each category.
Characters who attempt to disguise themselves as specific persons must make proficiency checks when they encounter and speak with someone who knows the other individuals. All of these checks suffer an inherent -2 penalty.
Note that the talent of impersonation (see traits) can improve a character's success with the disguise proficiency.

38. Dowsing
Source: Players Option: Spells & Magic
NWP Group: Wizard
Cost: 3
Ability: Wisdom/Intuition
This is the skill of finding lost or hidden items by seeking a disturbance in the subtle natural energies that permeate the earth. A dowser is attuned to the invisible, intangible eddies and currents of the world around him; by careful and methodical searching, he can detect particular emanations or anomalies.
Dowsing has two general uses. First, the character can attempt to detect natural deposits or minerals in the ground, such as water, gold, or other ores. Secondly, the character can attempt to find a specific man-made item that has been lost or hidden, such as a friend's dagger, a buried treasure chest, or the entrance to a barrow mound. The search must be very precise-the dowser will have no luck if he sets out to find 'the most valuable thing in this field' or 'the nearest magical weapon,' but 'Aunt Claire's missing brooch' or 'the gold buried by the pirate Raserid' are suitable searches.
Unlike the spell locate object, the dowser isn't led or directed to the item he seeks; he has to actually pass within 10 feet of the item, or walk over the place where it is buried, and succeed in a proficiency check to detect the item. (The DM should keep this check hidden from the players so that he doesn't give away the location with a failed check.) Dowsing can take a long time; quartering the dirt floor of a cellar 20 square feet might take 1d3 turns, while checking a field or courtyard might take 1d3 hours. Searching an area larger than 100 square yards is impractical-the dowser gets tired of concentrating.
A dowser can detect items or substances within 100 feet of the surface, although very strong or powerful sources may be detected slightly deeper. The dowser can guess the approximate depth of what he's seeking within ±10% when he stumbles across it.

39. Endurance
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 2
Ability: None
A character with this proficiency can perform continual strenuous physical activity for twice as long as a normal character before becoming exhausted. If the character is ever required to make a Strength/Stamina check or a Constitution/Fitness check, the character can add his endurance score to his success number. This proficiency also adds 50% to the Fatigue base score, in effect making a Warriors hit dice of 1d10 become 1d15 for the purpose of calculating fatigue.

40. Engineering
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 4
Ability: Intelligence/Reason, Wisdom/Intuition
This proficiency is required for the design and construction of objects and installations of all sizes. Note that carpentry, stonemasonry, blacksmithing, or other proficiencies also might be necessary for the actual building. Characters can design and supervise the building of houses, boats, small bridges, palisades, and towers-of up to about 30 feet high without proficiency checks.
Characters with this skill can try to design large bridges, fortresses, ships, war machines, locks and dams, and other more complicated projects. Plans for these types of objects generally require at least a week-more if an exceptionally large project is being attempted. Complicated tasks require successful proficiency checks before a workable design can be made. If a check fails on a roll of less than 20, however, the engineer will be aware of the failure and can seek to create a new design-go back to the drawing board, so to speak. On a roll of 20, the design is flawed but the danger will not be discovered until after the object is built.

41. Epicure
Source: Dragon 254
NWP Group: General
Cost: 2
Ability: Intelligence/Knowledge
This character is an expert in food and drink, and can tell (on a successful proficiency check) whether food has been prepared by a master chef, what ingredients were used, what yea r a specific wine was bottled, and what region it came from. If this character also has the cooking skill, then no proficiency check is required to prepare a masterful meal.

42. Etiquette
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Charisma/Appearance, Wisdom/Intuition
Characters with this skill are familiar with the typical manners of formal interaction-at least as they relate to the culture in the campaign world. They know what fanfares are required to greet royal visitors, how to seat the lords and ladies at a table, how to organize the reception line, and how everyone is to be addressed. None of these tasks require a proficiency check.
When dealing with a foreign or completely unknown culture, the characters must pass proficiency checks to correctly gauge the required etiquette. The check should be modified-+2 if the foreigners are the same race as the character, +1 or more if the character has had some time to observe the foreigners.
Characters with the empathy trait gain a +2 bonus to their rating with this proficiency.

43. Fast Draw
Source: Dragon 257
NWP Group: Warrior
Cost: 3
Ability:Dexterity/Balance As adapted from the 1st-Edition Oriental Adventures rulebook, Fast Draw allows the Fighter to unsheath his weapon with startling speed. A successful proficiency check means that the Warrior suffers no delay in terms of combat phases when removing or returning his weapon from and to its scabbard, as per the Drawing & Sheathing Weapon rules.
A die roll of 1 allows the character to make an attack during the phase the weapon was drawn, generally the characters base phase. Whilst a die roll of a 20 causes the character to cut himself for the weapons normal base damage, i.e. no Strength, specialization or magical if he fails to save vs Breath Weapon, otherwise the weapon is thrown 1d6-1 squares/hexes away.

44. Fasting
Source: Dragon 254
NWP Group: General
Cost: 1
Ability: Wisdom/Willpower
This proficiency allows a character to go long periods without food, though liquids are still necessary. Any amount of time under one week spent fasting causes no ill effects to the character. At one week, a proficiency check is required. Success means that the character suffers no ill effects and loses 5lbs. Failure means that the character temporarily loses one point from Strength and one point from Constitution as well as 10lbs. The character's weight will not fall below 15lbs per foot of height.
At the end of each week after the first, the character must make a proficiency check at a cumulative penalty of -1 . If the character's Strength or Constitution falls below 1, the character dies. Once the character is able or decides to end the fast, he must begin to eat slowly. Each day following the fast the character recovers one point each of Strength and Constitution, and may only eat normally once fully recovered.
This can be used as survival technique, though it is most often used in religious or mystical situations. The DM should consider granting a bonus where applicable to any character who chooses to fast before performing some sort of religious or mystical activity. The longer the fast, the larger the bonus.

45. Feign Magic
Source: Dragon 255
NWP Group: General
Cost: 2
Ability: Intelligence/Knowledge
Some characters find it useful to appear to cast magical spells. Perhaps they wish to draw attention to themselves and give a real spellcaster time to cast a spell. They might wish to conceal the identity of a powerful magic item. They might also wish to conceal the presence of a priestly granted power, psionics, or other magic of an unusual nature. Feign Magic relies on a few handy magic sounding phrases and movements that the 'caster' learns well enough to utilize skillfully and confidently, as if casting a spell that requires somatic and verbal components. The 'caster' mixes these gestures and words and pretends to cast a spell simultaneously while invoking another effect.
Normally, no proficiency check is required, since watching a person wave his hands and watching a magic effect appear afterwards is not extraordinary in a fantasy world. Suspicious characters, however, have a chance to discover the chicanery, forcing the character to make a proficiency check. If the check fails, the fraud is revealed and the viewer realizes that no magic spell was cast. He must still use intuition, deductive reasoning, or other means to determine the actual source of the unnatural effects (if any were created by other means).
The die roll is modified by -1 if the watcher is not a spellcaster, +2 if the watcher has the Magecraft proficiency, +1 if the watcher speaks four or more languages (he might recognize some of the words that the pretender is using), and -2 if the character using Feign Magic has the Magecraft proficiency. Other modifiers that are left up to the DM to decide might be invoked if the character uses the proficiency frequently (that is, a Fighter characater tries to use Feign Magic every round to divert missiles from the party clerics), the NPC's are alerted to the presence of a fake in the area, or the locals are completely unaware of psionics or strange methods of magic and are easily convinced of magic use.

46. Fire-building
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Wisdom/Intuition, Intelligence/Reason
A character with this proficiency can build a fire in 1d20 minutes, as long as there is dry wood and some small bits of tinder. Add another d20 minutes for each of these factors: the wood (or tinder) is wet, it's raining or foggy, or the winds are strong. A proficiency check is required if conditions are bad and the character is forced to work without shelter.

47. Fishing
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Wisdom/Intuition, Intelligence/Knowledge
A character with this proficiency knows how to catch fish with hook and line, net, and spear. If fish are present in a body of water, a successful proficiency check means the character has caught something. Typically, with a successful check, the fisherman he will catch 1d6 fish in an hour. This number can be doubled if many fish are present. It is reduced to one fish per hour if the character is seeking large quarry-such as sturgeon, muskellunge, giant carp, or salt-water fish.

48. Forgery
Source: Players Option: Skills & Powers
NWP Group: Rogue
Cost: 3
Ability: Dexterity/Aim, Wisdom/Willpower
This proficiency indicates a skill at creating false documents, mimicking the handwriting of others, and detecting forgeries. No check is required if the character is simply trying to duplicate a style of writing-the issuing of an anonymous military decree, for example. Characters trying to duplicate the signatures of specific individuals must see those signatures; the DM rolls the proficiency checks secretly to see if the forgeries are successful. If a character writes a longer message in a specific hand, the DM rolls the check with a -2 modifier. The DM should also roll the check if a character seeks to determine if another document is a forgery. On a 20, the character makes the wrong assumption, whereas a failure with less than 20 means that the character is not sure of the truth or falsehood of the sample.

49. Gaming
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Wisdom/Intuition, Intelligence/Knowledge
A character with this proficiency is familiar with all manner of gambling games. A successful proficiency check means the character will win a given game being played with NPCs-although cumulative negative modifiers should be assigned for each NPC with the gaming proficiency. Subtract 1 for each proficient NPC, with -2 for those with higher than basic gaming expertise.
The character might try to cheat, which confers a +3 to the gaming proficiency score and requires a check. If the proficiency check rolled is a 20, the character gets caught cheating, even if no NPCs have the gaming proficiency. Add one to this spread for each NPC with gaming proficiency-i.e., if two others have this skill, the cheater will be caught on a roll of 18-20.

50. Gem-cutting
Source: Players Option: Skills & Powers
NWP Group: Rogue, Wizard
Cost: 3
Ability: Dexterity/Aim
A character with this proficiency each day can work 1d10 uncut stones into finished gems. The worker needs good light and an assortment of chisels, hammers, and hard cutting blades.
The gem cutter can do decent work without a proficiency check; the stones cut will be valued in the typical range for that type of gem. However, if the cutter seeks to do a unique and very high-quality job, a proficiency check is called for. Failure means the stone is destroyed, but success results in a gem of double the usual value.

51. Glassblowing
Source: Players Option: Spells & Magic
NWP Group: Wizard
Cost: 2
Ability: Dexterity/Aim. Strength/Stamina
A character skilled at this trade can manufacture all kinds of glass containers, jars, or bottles. Creating symmetrical or precise pieces requires a proficiency check, but if a character is making items for usefulness instead of decoration, he can produce about 10 small containers, 5 medium containers, or 2 large ones in a day's work. The character must have access to a specialized glazier's workshop and furnace in order to make use of this skill.

52. Grooming (animal)
Source: Dragon 254
NWP Group: General
Cost: 2
Ability: Wisdom/Intuition
This character is adept in grooming a specific species of animal that must be chosen when the proficiency is taken. This can be used to increase the price of an animal for sale, or simply to make the specific animal look and feel its best. For instance, after a hard ride Gallaina might choose to spend an hour in thc stable giving her horse a thorough rub-down and hoof cleaning. Or Blent always gets the best price for his champion wardogs because he spends extra time cleaning and trimming their coats.

53. Grooming (humanoid)
Source: Dragon 254
NWP Group: General
Cost: 2
Ability: Wisdom/Intuition
This character knows how to make people look good or bad through the use of makeup, hair styling, and clothing. A character with the grooming proficiency can temporarily increase or decrease his or another character's Charisma by 2 (maximum 18), affecting the reactions of those able to view the character. This improvement can last anywhere from an hour to a full day, depending on the character's activities and the elements (DM's discretion). This proficiency also gives a +2 bonus to disguise proficiency checks.

54. Harness Subconscious
Source: The Complete Psionics Handbook
NWP Group: Psionicist
Cost: 3
Ability: Wisdom/Willpower
This meditative proficiency lets the psionicist temporarily boost his total PSPs. In effect, the proficiency lets him tap into energy reserves that lie deep in his subconscious-reserves which are usually unavailable to him. It's like enjoying a shot of psychic adrenaline. Before he can harness subconscious energies, the psionicist's PSP total must be at its maximum. He then must spend two days (48 consecutive hours) gathering this energy, taking only necessary breaks for eating and sleeping. At the end of that time, the character makes a proficiency check. If he passes, he increases his PSP total by 20%, rounded up.
The increase in PSPs lasts 72 hours. At the end of that time, the character loses as many strength points as he initially gained, regardless of his current total. This loss can never reduce his total below 0 points, however.
During the 72 hours of heightened strength, the character cannot recover PSPs if his current total equals or exceeds his usual maximum. Once his current total drops below his usual maximum (i.e., once he has spent all bonus points), he can begin regaining PSPs normally. He cannot recover the lost bonus points, however; he can only recover enough points to return to his usual maximum.

55. Healing
Source: Players Option: Skills & Powers
NWP Group: Priest
Cost: 4
Ability: Wisdom/Intuition, Charisma/Leadership
Characters with this proficiency can perform first aid on fresh wounds and can supervise the recovery of themselves and others. If the characters tend a wound on the round immediately after it is inflicted, a successful proficiency check means that 1d3 points of damage have been restored (to a maximum of the damage inflicted the previous round). If they tend a wound within one hour of its infliction, they can heal 1 point with a successful check. No character can benefit from this proficiency more than once a day.
This proficiency can also help with long-term healing and resisting poison and disease; these procedures are detailed in the Player's Handbook.

56. Heraldry
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Intelligence/Knowledge
These characters are familiar with the heraldic symbols of their own lands, and those of neighboring lands. The characters can make proficiency checks when confronted with unusual or rare symbols; success means that they can identify the symbols. A character with the obscure knowledge trait gains a +2 bonus to the use of this proficiency.

57. Herbalism
Source: Players Option: Skills & Powers
NWP Group: Priest, Wizard
Cost: 3
Ability: Wisdom/Intuition, Intelligence/Knowledge
This skill indicates that a character is familiar with the uses of natural plant products for good and ill. If a character spends a day searching the woods, and makes a successful proficiency check, enough herbs, fungi, roots, leaves, pollen, and pulp has been gleaned for 2d6 doses.
The most common use of these herbs is as an aid to healing; one dose of herbs can be used in conjunction with the healing proficiency (by the herbalist or another healer). This dose adds +1 point to the wounds cured by a successful healing proficiency check. Even if the healing check fails, the herbs still restore the 1 hit point. With no healing proficiency, the herbs can still be used, but the herbalist needs to roll a successful check to restore the 1 hit point.
The herbs also can be used to create a poison, either ingested or injected. A single use of poison requires two doses of herbs. The lethality or other effects of the poison (paralysis, unconsciousness, delusions, etc.) must be worked out with the DM.

58. High Magic
Source: Dragon 242
NWP Group: Mage
Cost: 3
Ability: Intelligence/Knowledge
This proficiency gives the character a formal knowledge of the most powerful magic's in the campaign world (a knowledge of realm magic, for example), including true dweomers and other tenth-level magic. Lesser-known and obscure bits of information will be "remembered" with a successful proficiency check. DMs may disallow this proficiency on a case-by-case basis (i.e., an Anuirean regent might know much about realm magic, but his commoner bodyguard will not).

59. Hypnotism
Source: Players Option: Spells & Magic and
The Complete Psionics Handbook
NWP Group: Wizard, Psionicist
Cost: 4
Ability: Charisma/Leadership
With this proficiency, the wizard can hypnotize another character, placing him into a relaxed state in which he is susceptible to suggestions. The subject must be willing and must know he is being hypnotized. Humans and demihumans can be hypnotized with ease. Non-humans can be hypnotized, too, but the DM should assign a penalty to the proficiency check. The size of the penalty depends on how inhuman the subject is. A half-ore, for example, could be hypnotized with a -2 modifier while a lizard man could be hypnotized with a -8 modifier to the proficiency check. Of course, the hypnotist and the subject must be able to understand one another's language.
It takes about five minutes to hypnotize someone in a reasonably calm or peaceful environment. Once hypnotized, the subject is willing to do almost anything that isn't very dangerous or against his alignment. However, a hypnotized subject can be fooled into thinking he's doing one thing when he's actually doing something else. Hypnotism can have the following effects: A character can be induced to remember things he has forgotten by reliving a frightening or distant event.
A character can be made calm and unafraid in the face of a specific situation that he has been prepared for, gaining a +2 bonus to saving throws versus fear effects or morale checks. A character can be cured of a bad habit or addiction (but not of curses, physical diseases, or magical afflictions.)
Hypnotism can't increase a character's attributes, give him skills he does not normally possess, let him do things that are beyond his capabilities, or give him information he couldn't possibly know. As a guideline for adjudicating effects, the hypnotism proficiency is substantially weaker than magical commands or directions, such as charm person, command, or hypnotism. Spells magically compel a person to obey the caster's will; a well-phrased hypnotic command is nothing more than a strong suggestion.

60. Hunting
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 2
Ability: Wisdom/Intuition
The hunting proficiency allows a character to find game and get reasonably close to it. The actual kill is handled using rolls to hit and for damage. Hunting is a proficiency that always requires a successful proficiency check when it is used.
If the check is successful, the hunter will reach a position within 1d100 + 100 yards of the quarry. Generally it will take about 2-12 daylight hours to reach this position, though an abundance or scarcity of game can decrease or increase this time at the DM's option. Night hunting might be possible for characters with infravision.
The hunter also possesses a basic skill at removing skin from an animal, and butchering the carcass into usable meat. These tasks require no checks.

61. Investigation
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 4
Ability: Intelligence/Reason
This is the art of discovering the truth through careful examination of a problem or situation. A character with this skill is familiar with the process of interviewing or interrogating witnesses, searching scenes for clues or information, and the general execution of a logical and thorough investigation. Priests who are associated with the local government may be called upon to solve common crimes against the state, while other priests may be inquisitors or theological investigators.
The DM may allow the PC to attempt a proficiency check when the player is missing an obvious line of inquiry or step of deductive reasoning, although this should be a rare use of this ability. An investigation proficiency check can also be used to discover clues at the scene of a crime or to extract information from a witness or suspect.

62. Jewelry Making
Source: Dragon 254
NWP Group: General
Cost: 3
Ability: Dexterity/Aim
A character with this proficiency is capable of producing works of jewelry, given the proper tools, workplace, and materials. Proper use of the proficiency requires a complete workshop. The building cost varies according to the character's needs, but the tools involved are expensive and difficult to get. A basic set of tools can cost anywhere from 2,000 to 6,000gp, and more elaborate jewelry may require more exotic tools. The DM should determine what is needed and be careful to balance the cost with the potential profit.
The time required to make an item varies and should be determined by the player and his DM. After the allotted work time has expired, a proficiency check should be made. If a natural 20 is rolled, then the piece is ruined and the materials are wasted. Any other failed check means that the item is flawed in some way that anyone with the Appraising proficiency can detect and is worth only the cost of materials.
If the proficiency check is successful, multiply the cost of materials by 100% plus 10%, for each point by which the check succeeded. For instance, Hargar the gnome wishes to make a ring out of a particularly nice topaz he has acquired. The topaz is worth 500gp, and he uses 20gp worth of platinum. The DM decides that, to do a fine job, Hargar must spend one week working on this item. At the end of this week, a proficiency check is made. Hargar has a skill of 14. He rolls a 9, succeeding with a margin of five points. This means that Hargar now has a nice ring that he can keep or sell for 780gp, 150% the cost of materials.

63. Juggling
Source: Players Option: Skills & Powers
NWP Group: Rogue
Cost: 3
Ability: Dexterity/Aim
A character with this proficiency can juggle up to three small objects without a proficiency check. Additional objects can be added, but a check is required; use a -1 modifier for each item beyond the fourth. Checks are also required for spectacular feats, such as juggling lighted torches or whirling scimitars, with failure meaning that 1d4 items are dropped. The potential for damage or disaster is left to the DM.
This skill is primarily useful for entertainment or diversions, though characters with the juggling proficiency have a chance to catch small objects-such as darts or daggers-that are thrown at them. They must be facing the source of the attack to make such an attempt, and they must make a proficiency check with a -2 modifier. Failure means they are automatically hit by the thrown objects. 

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 Message 3 of 5 in Discussion 
From: MSN NicknameHiel-Sent: 10/23/2006 4:50 PM
64. Jumping
Source: Players Option: Skills & Powers
NWP Group: Rogue
Cost: 2
Ability: Strength/Muscle, Dexterity/Balance
This skill means that a character has unusual abilities to jump across distances, leap incredible heights, and vault with a pole.
A human or elven character with the jumping proficiency can perform a running broad jump of 20 feet without a proficiency check; a jump of more than 20 feet requires a check, with a -1 modifier for each foot above 20. The jumper can do a standing broad jump of 8 feet without a check; longer jumps require proficiency checks with the same penalties.
The character can high jump 4 feet without a check, higher obstacles require a check, with a -1 modifier for every 6" of additional height. If jumping from a standing start, the beginning height is 3 feet, not 4 feet.
Dwarves, gnomes, and halflings are more limited in their jumping ability. For these characters, the basic distances in each category are reduced to 75% of the listed amount-e.g. 15 feet instead of 20 for the broad jump.
A vaulting pole must be at least as tall as the character using it, but no more than twice as tall. The character can vault over obstacles up to the height of the pole. If the obstacles are within 2 feet of the pole's length, however, the character must make a proficiency check. The vaulter can also jump across a space no more than 11_2 the width of the pole's length. If the gap is greater than the length of the pole, a proficiency check is required.

65. Law
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 3
Ability: Intelligence/Knowledge
A character with this proficiency is thoroughly familiar with the legal system of his homeland and is skilled in representing cases before judges, officers, nobles, and magistrates. This is a working knowledge of the law, as opposed to the theoretical knowledge of the sage area of study. With a successful proficiency check, the character can build a strong defense for a person accused of a crime; if the judge or jury are fair-minded and honest, he stands an excellent chance of winning his client's case. Of course, corrupt or intimidated officials can still deliver unjust verdicts despite the character's best efforts.

66. Leather working
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Intelligence/Knowledge, Dexterity/Aim
The character with this skill can skin animals, tan leather, and work that leather into clothing, armor, backpacks and saddlebags, harnesses, etc. These tasks are automatic successes, but the leather worker will have to make a proficiency check when attempting unusual jobs-making a leather patch for a boat hull, for example, or making a usable tent of scraps of hide.

67. Local History
Source: Players Option: Skills & Powers
NWP Group: Priest, Rogue
Cost: 2
Ability: Intelligence/Knowledge, Charisma/Appearance
The character knows all about the background of a specific area in the campaign world and can use this knowledge to entertain and enlighten others, gaining a +2 bonus to the reaction rolls of NPCs from that area. If a specific question comes up-the identity of a knight's banner seen in the distance, for example-the character can make a proficiency check, with success indicating the correct tidbit of information. A character with the obscure knowledge trait gains a +3 bonus to the proficiency rating.

68. Magecraft
Source: Dragon 242
NWP Group: Mage
Cost: 2
Ability: Intelligence/Knowledge
This proficiency indicates a formal knowledge of basic magical theory, how spellcasting works, descriptions of common spells and magical items, and biographies of well-known wizards. On a successful proficiency check, the character also "remembers" obscure or lesser-known bits of information about magic and can identify a spell by observing its casting. The proficient character may also roll against half his proficiency (rounded down) to spot a magical construct or item. This last use of the Magecraft proficiency requires 2-12 rounds of careful examination.

69. Meditative Focus
Source: The Complete Psionics Handbook and
Players Option: Skills & Powers
NWP Group: Psionicist
Cost: 3
Ability: Wisdom/Willpower
This proficiency allows a psionicist to focus his mental energy into one discipline, causing all powers within that discipline to receive MTHAC0 roll bonuses; powers related to other disciplines receive MTHAC0 roll penalties.
The psionicist must meditate for 12 consecutive hours. He recovers PSPs normally during this meditative state. When the period ends, the character makes a proficiency check. Success means he has focused his energy into the chosen discipline. All MTHAC0 rolls for powers within that discipline receive a +2 bonus for the next 24 hours or until his PSP total is reduced to 0, whichever comes first. All other disciplines get a -1 penalty for the same period.

70. Mental Armor
Source: Players Option: Skills & Powers
NWP Group: Psionicist
Cost: 3/5
Ability: N/A
Each time this proficiency is purchased it improves the characters mental armor class (MAC) by 1 point for nonpsionicists and 2 points for psionicists.

71. Mental Resistance
Source: Players Option: Spells & Magic
NWP Group: Wizard
Cost: 3
Ability: Wisdom/Willpower
Through lengthy training and iron discipline, a character with this proficiency prepares himself to resist magical or psionic assaults on his mind. The character receives a +1 bonus to his saving throws against attacks of this nature, if the attack normally allows a saving throw. Generally, this includes any attack form that a character's magical attack adjustment bonus for his Wisdom score might affect, including mind-affecting spells, charm or fear powers of monsters, and telepathic sciences or devotions that allow the subject a saving throw.

72. Metaphysical Theory
Source: Dragon 242
NWP Group: Mage
Cost: 3
Ability: Intelligence/Reason
Beyond a knowledge of the campaign world's magic, the character has studied the theory of how physical laws and magical laws interact and can predict how varying these laws will affect magic.
On a successful proficiency check, the character can predict how magic will work on another world or plane, given some basic facts about the plane. (Spellcasters traveling to another world or plane often use this proficiency to decide what spells or items to bring with them.) While on another world or plane, the character may make a proficiency check against half his skill (rounded down) to compensate for the effects of varying physical laws for one round. This use of the proficiency requires 1-10 rounds of intense thought and concentration. During this time, the character cannot cast spells or perform strenuous actions. For the one round following the period of concentration, the character may cast spells and use items as if he were still on his home world or plane. This "bending of the rules" is quite tiring, and the mage must save vs. death magic or lose one point of Constitution/ Health for one full day.

73. Mining
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 5
Ability: Wisdom/Intuition, Strength/Stamina
A character with the mining proficiency can select the site of a mine and supervise its excavation and operation. Mining proficiency checks are best made for a player by the DM, since the character will not learn for some time whether his suppositions about a potential mine were accurate.
The Player's Handbook contains a more detailed description of how to role-play a miner's proficiency use.

74. Modern Languages
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Intelligence/Knowledge
The character has learned one or more languages, other than his native tongue, that are contemporary to the campaign world. For each additional character point spent on modern Languages, the character can speak one additional language.

75. Mountaineering
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 4
Ability: Wisdom/Willpower, Strength/Stamina
A character with this proficiency is skilled in the use of hammer and pitons (spikes) to secure a route up a mountainside. He also knows how to use the rope and brackets that can link a party of climbers. A proficient character can make a route across a steep section of rocks, and by the use of ropes allow other, non-proficient characters to follow.
No proficiency check is required unless the DM declares that a route is very perilous-steeply pitched, with few hand- and foot-holds, and those that exist are tiny or loose. If a character connected to the mountaineer by rope falls, the mountaineering character can make a proficiency check; success means that the other's fall has been arrested. Failure means that the other character continues to fall, and failure by a roll of 20 means that the mountaineer is pulled down, too.
Characters with the mountaineering proficiency can add their proficiency rating to their percentage chance of climbing any surface; this includes thieves using the climb walls special ability.

76. Musical Instrument
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Charisma/Leadership
The character can play a specific type of musical instrument, adding an extra instrument for every character point expended on this proficiency after its initial purchase. The skill enables the character to play the instrument very well, though a proficiency check might be required when attempting a very difficult piece.
A character with the music/instrumental trait knows how to play two instruments immediately (when this proficiency is selected). For each character point spent, two (not one) additional instruments can be learned.

77. Navigation
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Wisdom/Intuition, Intelligence/Knowledge
Characters with the navigation proficiency know how to fix their locations on the seas and oceans of the campaign world by observing celestial clues. Characters with a sextant (not necessarily available in all campaigns) and a compass, and who can see the stars or observe a sunrise or sunset, will know where they are-no proficiency check is necessary. Such a skilled character can navigate across entire oceans without becoming lost, though bad weather can obscure the celestial clues and blow a vessel far off course.
If a character does not have the proper tools, or is forced to work with only a general idea of direction (fog obscures the sunset, for example), the DM should secretly make the proficiency check. Success means the character is reasonably accurate in plotting the day's course. Failure means an off-course error that varies by the extent of the failure-a roll of 20 has the character going practically the exact opposite direction!

78. Observation
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 3
Ability: Intelligence/Reason, Wisdom/Intuition
Characters with this proficiency have cultivated exceptional powers of observation. The DM may ask for a proficiency check anytime there is something subtly wrong or unusual in the character's environment. For example, the character may note the fact that the tools of a potter's shop are caked with a different kind of clay than that present in the workshop, or he might notice telltale marks of traffic that indicate the presence of a secret door. The DM shouldn't let this become a substitute for alertness and good thinking on the part of the player; if he's picking up more than one or two clues a game session with this proficiency, it's probably too many.

79. Omen Reading
Source: Players Option: Spells & Magic
NWP Group: Wizard, Priest
Cost: 3
Ability: Wisdom/Intuition
There are hundreds of myths and superstitions about the art of divination, or predicting the future through the reading of signs or indications. A character with this proficiency is skilled in a form of divination and knows the proper ceremonies and observances to use in order to obtain a valid reading. He is also familiar with the various messages or indications that characterize a form of divination. Omen readers use dozens of different methods for their auguries, including astrology, numerology, reading palms, examining animal entrails, casting bones, dice, or runes, and burning incense to observe the smoke, just to name a few. The exact nature of the character's expertise is up to the player.
To use this proficiency, the omen reader phrases a general question about a course of action, such as "Is this a good day to start our journey?," "Should we try to track the orcs to their lair, or wait for their next raid?," or "When will the dragon return?" The DM then makes a proficiency check in secret; if the character fails, the DM can tell him that the signs were inconclusive, or make up a false answer for a spectacular failure (a natural 20 on the check, for instance). If the omen reader succeeds, the DM can give the character a vague answer based on his assessment of the situation. An omen is usually good, bad, or inconclusive, although an answer of "a day or two" or "proceed, but with caution" is acceptable as well. Omens aren't guaranteed; if a party ignores a bad omen, they might succeed in their task anyway. An omen is nothing more than the DM's best guess about a course of action.
Performing the ceremony of reading an omen requires an hour or more. Special tools or supplies, such as runesticks, may be necessary depending on the character's favored form of omen reading. Some superstitious or primitive cultures may place a great deal of weight on omen reading, and a skilled diviner may be held in high regard by these people.

80. Oratory
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 3
Ability: Charisma/Leadership
This is the power to move other people with words and emotion. By captivating an audience, the priest can convince them of the rightness of his words through force of will and dramatic speaking. Priests with this skill can attempt to proselytize (seek converts) among small audiences by proclaiming the glories of their faith and the dangers of non-belief, but the character must pass his check by a margin of four or more to win any long-lasting converts to the faith. A convert will listen to the priest's suggestions or ideas, but won't necessarily become a follower or hireling of the character.
The DM can decide how any group of listeners is likely to be affected by the priest's exhortations. If they're inclined to be hostile or are preparing to attack the priest, there's very little he can say to change their minds. However, if the priest passes a proficiency check, he may be able to modify an encounter reaction check by one category-hostile to indifferent, or indifferent to friendly, for example. Optionally, he may be able to encourage the crowd to take a specific action that they're inclined to perform anyway. If an angry crowd wants to see an important prisoner freed because it's rumored he was convicted wrongly, a priest with oratory may be able to push them into storming the jail or convince them to give up and go home. If the player presents an especially moving argument or speech, the proficiency check is made with a +1 to +4 bonus.

81. Organic Preservation
Source: Dragon 254
NWP Group: Priest, Wizard
Cost: 1
Ability: Wisdom/Intuition, Intelligence/Knowledge
Organic materials come from plants and animals, and have a habit of decomposing once the life process has been interrupted. A character with this proficiency is experienced in using materials and processes that can prolong the usefulness of these organic substances. Whether it is properly wrapping and sealing food so that it won't spoil, using a certain tree sap to preserve a spell component, or pickling a baby cockatrice in a specimen jar, this character knows how to keep things from rotting. The amount of time for which these things may be preserved varies and should be determined by the DM. The shelf life of wrapped or sealed materials may be extended to up to three times as long, whereas something preserved in chemicals may be kept indefinitely.

82. Orienteering
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Wisdom/Intuition, Intelligence/Knowledge
This is the ability to keep one's bearings on roadless, trackless land. Proficient characters will not get lost as long as they can either see the sky or have the use of a compass. This means that they can maintain track of a given direction, keeping themselves and their companions traveling in a straight line.
Characters who possess a map and can track their direction of travel can arrive at specific points-towns, ferry crossings, bridges, monuments, wells, springs, etc.-without proficiency checks.
If the map is slightly erroneous, or lacking in crucial details, the characters will have to make successful proficiency checks to accurately arrive at a specific point. This check can be modified for increased difficulty based on poor weather or major problems with the map.

83. Painting
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Wisdom/Intuition, Dexterity/Aim
A character with this proficiency is skilled at rendering images with oil, brush, and canvas. The artist can create reasonable portrayals of people, landscapes, and monsters, and he possesses a knowledge of perspective, shading, and composition. If this proficiency is coupled with the artistic talent trait, the character receives +2 to his base painting score and can create stunningly realistic works, capable of stirring profound reactions in observers-and perhaps worth gold to wealthy NPCs.

84. Papermaking
Source: Players Option: Spells & Magic
NWP Group: Wizard, Priest
Cost: 2
Ability: Intelligence/Knowledge, Dexterity/Aim
A character with this skill knows how to manufacture paper. This can be an invaluable skill for a wizard, since paper may be fairly rare in many campaign settings. Rag pulp, bark, linen, hemp, and wood were all used to make paper in medieval times. The material is pounded or pressed flat and treated with various chemical compounds to bind and strengthen it. At the DM's option, the character may also be familiar with the manufacture of parchment and vellum. Parchment is finely-scraped animal skin, treated with lime and other chemicals; vellum is unusually supple and smooth parchment taken from very young animals.
A wizard who makes his own paper can reduce the costs of manufacturing a spell book by 50%, although this requires one to two weeks of time and a suitable work area. Normally, a traveling spell book costs 100 gp per page, and a standard spell book costs 50 gp per page. If the wizard also knows the bookbinding nonweapon proficiency and binds the volume himself, the cost of the spell book is reduced by 75% altogether.

85. Perception
Source: Original and rec.games.frp.dnd forum
NWP Group: General
Cost: 0
3d6 + Level)%
Ability: Intelligence/Reason, Wisdom/Intuition
As can be seen this NWP is unlike any of the other NWP's in several respects:
Firstly, this NWP costs 0 Character Points and so is an ability that everyone possess.
Secondly, the initial rating is a randomly generated number, very much in the form of a new Ability. Within my campaign I let players re-roll the first score if they don't like it but they must keep the second roll.
Thirdly, the ability increases automatically with every level increase, although the Player-Character may also spend Character Points to increase the ability rating in the usual manner.
Fourthly, the ability rating is a percentage rather than a number between 1 and 20. This is intentional, but should the DM decide that something is easy to check he can adjsut this however he wants: +5% to the ability; double the ability; etc.

86. Persuasion
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 3
Ability: Charisma/Leadership
Unlike oratory, which relies on emotion and rhetoric, the art of persuasion is built around intelligent arguments and personal charm. A character with this proficiency is able to present especially cogent arguments and explanations in conversation with an individual or small group. With a successful proficiency check, he can convince them to take moderate actions they may be considering already; for example, he may convince city guards to leave without making arrests if a brawl's already finished by the time they get there, or he may convince a court official that he needs an audience with the king. If the player's thoughts and arguments are particularly eloquent and acute, the proficiency check is made with a +1 to +4 bonus.

87. Pottery
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Dexterity/Aim
The character can create ceramic vessels-jars, bottles, plates, bowls, etc.-of whatever type are in use in the campaign world. A serviceable piece of crockery can be made without a proficiency check. If the character attempts to make a fine-quality piece, it will take about three days for an average-sized object-and a successful proficiency check. Failure means the object is useless; success indicates the degree of excellence, with a roll of 1 indicating that the character has created a work of unique value.
A character with the artistic talent trait gains a +2 to the pottery proficiency rating. Masterpieces of pottery are sculpted by these talented characters.

88. Psychology
Source: Dragon 254
NWP Group: Priest
Cost: 3
Ability: Intelligence/Reason, Wisdom/Willpower
This character is familiar with the twists and turns of the mind and can use this knowledge to heal or harm other people. A character with this proficiency can treat madness and phobias or help modify psychopathic or sociopathic behaviour. This is not an automatic cure-all, and copious amounts of time would be necessary to help someone who is deeply insane. Each case should be determined by the DM based on the time spent and the Intelligence of the person undergoing treatment. It is not uncommon for a patient to fool his psychologist by pretending to be cured.
This skill has also been used by those of lesser moral virtue to attempt to brainwash victims, or as an aid to torture or interrogation. Good or neutral characters who use this proficiency in such a manner might find their alignment changed.
This can also be used to aid characters who are under a fear or charm spell. At the DM's discretion, a successful proficiency check allows the affected character to make an additional saving throw. If no saving throw is normally allowed, then the affected character may save at -2. This can be attempted only once per character in any given situation.
Lastly, a character with this proficiency is a scholar of human (or humanoid) motivations and behaviour. If he knows a specific individual, the character can make a proficiency check to guess that individual's motives in any given situation or to sense whether that person is being dishonest or deceptive. He also has a chance (equal to half of his normal proficiency check) of applying the same ability to a stranger. This proficiency also grants a +1 bonus to any proficiency where deception might be involved (i.e., disguise, haggling, story telling, etc.).

89. Quickness
Source: Players Option: Combat & Tactics
NWP Group: Warrior, Rogue
Cost: 4
Ability: Dexterity/Aim
A character with this proficiency has trained to make herself exceptionally good with her hand-eye coordination, and she can often get past her opponent's defenses before they realize how quick she really is. In combat, she gains a special -2 bonus to her initiative roll if she makes a proficiency check. She can use this bonus if she moves or makes an attack with a weapon of average speed or quicker, but her special bonus does not apply to attacks with slow weapons or stationary actions such as guarding or parrying.

90. Quick Tongue
Source: Dragon 254
NWP Group: Priest, Wizard
Cost: 5
Ability: Intelligence/Knowledge
This proficiency is designed for the mage or priest who wants to cast a spell just a little quicker than usual. A character with this proficiency is able to speak quickly when required and may attempt to do so during spellcasting. When preparing to cast any spell, a character who makes a successful proficiency check can reduce the casting time of the spell by one category (to a minimum of the characters base speed). A failed check means that the character has a chance of mispronouncing the spell in haste, equal to 10% per point that the proficiency check was missed by. If the spell is mispronounced then it counts as a failure to cast, imposing the appropriate modifiers and Fatigue check penalties.

91. Read Enemy
Source: Dragon Annual #3
NWP Group: Fighter
Cost: 6
Ability: Wisdom/Intuition
Before a combatant makes an attack, he often must position his feet, change the grip on his weapon, bend his knees, or make some other preparatory move. In combat, this preparation is called "telegraphing" the move to the enemy. While many people can see these moves only highly skilled fighters can "read" this telegraphing quickly enough to react to it. A character with this skill who makes a successful proficiency check at the beginning of the combat receives a +1 bonus to his AC when fighting an armed opponent. A character cannot take this proficiency at first level.

92. Reading/Writing
Source: Players Option: Skills & Powers
NWP Group: Priest, Wizard
Cost: 2
Ability: Intelligence/Knowledge
The character is literate in a language that is contemporary to the campaign world, provided that the character can speak it (see the modern languages proficiency). For each additional character point spent on reading/writing, the character may read be literate in one additional language.

93. Reading Lips
Source: Players Option: Skills & Powers
NWP Group: Rogue
Cost: 3
Ability: Wisdom/Intuition, Intelligence/Knowledge
Characters possessing this proficiency have a chance to understand the speech of those they can see but not hear. The speaker must be clearly visible, less than 30 feet away, and well-illuminated-characters cannot lip-read with infravision. If the speaker is addressing the lip reader and intends to be understood, no proficiency check is necessary. If lip readers attempt to "overhear" speech not directed to them, proficiency checks are required. Success means the gist of the words come through. The trait of empathy adds +2 to checks using this skill. 

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 Message 4 of 5 in Discussion 
From: MSN NicknameHiel-Sent: 10/23/2006 4:54 PM
94. Rejuvenation
Source: The Complete Psionics Handbook
NWP Group: Psionicist
Cost: 3
Ability: Wisdom/Willpower
This proficiency allows a character to recover PSPs while he meditates, as quickly as if he were sleeping. The character achieves a state of deep concentration, in which he focuses and regains his energies. He is still conscious and aware of his surroundings, so he does not suffer any penalties on surprise or initiative rolls, and he is not helpless if attacked. (He still can't expend PSPs, however.)

95. Religion
Source: Players Option: Skills & Powers
NWP Group: Priest, Wizard
Cost: 2
Ability: Wisdom/Intuition
A character with this proficiency is familiar with the basic tenets of the major and minor faiths practiced in the campaign world. Observing an act of religious significance-a blessing of warriors before battle, for example-means the character understands the importance of the ritual without a proficiency check. Checks are required to understand the activities of unique or foreign religions. Additional character points spent on this proficiency can expand a character's knowledge to include other religions, or can increase the level of detailed knowledge about the faiths already studied.

96. Research
Source: Players Option: Spells & Magic
NWP Group: Wizard
Cost: 3
Ability: Intelligence/Reason, Wisdom/Intuition
A wizard with this skill is well-versed in the theory and application of spell research. He is familiar with the use of libraries, laboratories, and other resources, and also has a good grasp of the fundamental processes of experimentation and problem-solving. With a successful proficiency check, the character gains a +5% bonus to his success roll when researching a new spell and only requires one-half the usual amount of time to perform spell research or determine the process necessary to manufacture a particular magical item. However, the amount of money spent on research remains the same because the wizard is still expending the same amount of books and supplies.

97. Riding, Airborne and Riding, Land
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 4
Ability: Wisdom/Willpower, Dexterity/Balance
The riding proficiencies are well-detailed in the Player's Handbook. Characters using the Skills and Powers rules can add +2 to their proficiency score in either category of riding if they possess the trait of animal empathy, and +1 if they have the additional proficiency in animal training. These modifiers are cumulative.

98. Rope Making
Source: Dragon 254
NWP Group: General
Cost: 1
Ability: Strength/Muscle, Dexterity/Balance
This proficiency enables the character to create thread, yarn, string, twine, or rope from animal or plant materials. Given the proper materials and time, no proficiency check is required. If the character is attempting to create rope out of scavenged materials such as wild vines, then a secret check is made by the DM. Failure means that there is a weak point in the rope, and it has a chance of breaking during use , equal to 10% per point that the proficiency check was missed by. Proper testing can reveal this weakness, given time.

99. Rope Use
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Wisdom/Intuition, Dexterity/Aim
A character with this proficiency can tie knots of all kinds without a proficiency check. The character adds +2 to all mountaineering proficiency checks that involve rope and also gains +10% to climbing chances-if the climb involves a rope.
If the character is tied up with ropes, or seeks to untie a permanent knot, a proficiency check is required. Success means that the bonds or knots come undone in 2d6 minutes.

100. Running
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 2
Ability: Strength/Stamina, Constitution/Fitness
Characters can add 1/3 their normal top speed to their movement rates for up to 1 turn. After this, they must spend a turn resting, or 6 turns engaged in normal activity before they can sprint again.
Also, characters can jog steadily, moving at twice their normal movement rates over the course of a day. Eight hours of rest is mandatory after such a stint. Following rest, the characters can make proficiency checks. Success means they can run normally during the upcoming day; failure indicates they cannot use the running ability that day.

101. Sabotage
Source: Dragon 254
NWP Group: Rogue
Cost: 2
Ability: Intelligence/Reason
This proficiency allows the character to plan or cause a malfunction in a construct or machine or to cause the collapse of a portion of a building. This can be as simple as rigging a crossbow to misfire or a wagon wheel to fall off or as complex as collapsing a tower. The time involved depends on the complexity and size of the object. A failed check means that the object is obviously damaged, or that the sabotage failed completely, whichever the DM thinks would disadvantage the character most. Also, the DM should give additional penalties for more complicated contraptions or larger structures. A wagon wheel, for example, would not require additional penalties. A catapult, however, may require an additional penalty of -2, being a larger and more complicated object. Causing the partial collapse of a stone tower would require much time and elaborate efforts (removal of stones or tunneling), at the end of which a -5 penalty should be applied to the proficiency check.

102. Sage Knowledge
Source: Players Option: Spells & Magic
NWP Group: Wizard, Priest
Cost: 4
Ability: Intelligence/Knowledge
This proficiency represents a specialized area of knowledge or learning. A character with this skill is a fully qualified sage in the area of study chosen and is capable of answering questions concerning the topic after some time spent researching. Refer to Table 62: Sage Modifiers and Table 63: Research Times in the DMG. As noted in the DMG, a sage requires an excellent library as a resource-at least 50 to 100 books, costing no less than 10,000 gp altogether. Naturally, a character may be able to strike a deal with a university, monastery, or wizards' guild hall in order to gain access to their library.
In addition to his ability to perform sage research, the character's high level of learning allows him to make field observations or attempt to come up with knowledge off the top of his head. For example, a sage who studies botany may attempt a proficiency check in order to identify a particular plant, while one who studies toxicology may be able to identify a poison by its symptoms in a victim. These on-the-spot observations should be limited to information any expert could reasonably come up with in the field- identifying a common gemstone is one thing for a geologist, but making a guess about the electrical conductivity of quartz crystal or the enchantments of a magical gem is a different matter entirely.
Purchasing this proficiency at its base cost (2 slots or 5 character points) gives the sage a broad overview of the area of study in question, allowing him to answer general or specific questions in the field. For an additional proficiency slot (or 2 CPs), the character may become an expert in one particular aspect of the topic. For example, a botanist may spend another slot to specialize in moss and lichens, ferns, or all plants found in a particular climate or ecosystem. This detailed knowledge allows the character to attempt to answer exacting questions in the field. The fields of study available to a sage include:
Alchemy: This is the study of magical chemistry, especially as it applies to elemental transmutations and potions, oils, and magical compounds or solvents. Unlike the proficiency of alchemy, the sage knowledge of alchemy concentrates on theories and principals, not on the practical day-to-day manufacture of specific compounds and substances. An alchemist specialist wizard or a character with the alchemy proficiency gains a +2 bonus to his proficiency rating in this area of sage knowledge.
Architecture: This is the study of the development, theories and styles of architecture. (The architecture proficiency, on the other hand, represents the practical execution of workable building plans.) A sage with this field of study can attempt to identify the age, origins, and general purpose of ruined buildings or structures.
Art: The sage is familiar with the great works of the past as well as the works of the best contemporary artists. If he specializes in one particular art form (sculpture, paintings, ornamental pottery, etc.) he is able to identify works of the masters, spot fakes, and appraise pieces for sale value.
Astrology: This is the history and theoretical background of astrology, not the actual art of prediction. Someone with the astrology proficiency knows that Planet X passing in front of Constellation Y means trouble, but a sage knows why that's a sign of ill fortune. In addition, the sage has the ability to perform historical astrology by working backwards to determine the stars' and planet's alignments for thousands of years in the past. An expert in this field may be familiar with the constellations and beliefs of vanished or dead cultures.
Astronomy: For the astrologer, planets and constellations are representations of greater powers. The astronomer, on the other hand, assigns no characteristics or indications to these heavenly bodies, and instead concentrates on studying their movements in the skies. He can predict eclipses, anticipate the return of comets or meteor showers, and answer questions about the locations or predicted locations of various planets or other bodies in the skies.
Botany: This is the study of plants, ranging from simple cataloguing and observation to detailed studies of life-cycles and ecologies. Areas of specialization include simple plants, water plants, grasses and brush, flowering plants, domesticated plants, plant diseases, and ecological systems such as rain forest, tundra, prairie, etc.
Cartography: Cartography is the art of map-making. A sage who specializes in this field knows where to find maps for any given region or area, knows how to interpret maps using various forms of notation, and can attempt to solve or complete encrypted or partial maps.
Chemistry: While alchemy focuses on the study of magical substances, chemistry concentrates on the study of the properties of mundane substances. Note that a character with the alchemy proficiency is assumed to use a fair amount of mundane chemistry to produce acids, solvents, and pyrotechnic substances.
Cryptography: This is the study of codes, ciphers, and puzzles. A sage with skill in cryptography can attempt to break codes or solve written puzzles with time and study.
Engineering: The character is familiar with the science of building devices, engines, and structures. Sage knowledge of engineering provides a +2 bonus to the character's nonweapon proficiency score in engineering, if he has both proficiencies. The character can specialize in small machines, large machines (water wheels, etc.), siege engineering, fortifications, bridges and roads, or buildings.
Folklore: The sage studies legends and folk tales. By spending another proficiency slot, he can specialize in the folklore of a particular culture or region.
Genealogy: This is the study of lines of descent. A sage with this skill knows research techniques and sources for tracing family trees and is also familiar with the histories of the important royal and noble families.
Geography: A sage with this knowledge has learned about the lands and cultures of his world. He knows general principles of cartography, topography, climatology, and sociology, and can identify individuals or artifacts from other lands.
Geology: Geology is the study of landforms, rock, and the physical makeup of the earth. A sage with knowledge in this area can add a +2 bonus to his rating in the mining nonweapon proficiency and can attempt a proficiency check to identify various sorts of gemstones or precious minerals.
Heraldry: Coats of arms, banners, flags, and standards are all emblazoned with heraldic designs. A sage with this skill is familiar with the evolution of heraldry and the significance of various symbols and colors. He can identify common coats of arms on sight and knows where to research obscure or unknown devices. This area of knowledge adds a +2 bonus to a character's heraldry nonweapon proficiency score.
History: A sage with this skill has an excellent grasp of history and the historical methods. Unlike a character with the ancient or local history proficiencies, a sage with this skill is a generalist, but he can be considered an expert on a particular era or culture by spending an additional slot to specialize. Whether or not the historian knows something off the top of his head doesn't matter-he knows exactly where to look when he needs to find out the details of a person's life or an important event. Skill in this field of knowledge provides a +2 bonus to the character's proficiency score in ancient history or local history.
Languages: A character with a modern language proficiency knows how to speak a second language, and a character with an ancient languages proficiency knows how to read a second language, but a sage who specializes in languages is concerned with the study of the language itself-grammar, syntax and constructs, and vocabulary and word origin. His expertise is limited to one particular tongue, but for each additional slot the linguist may add another language to his field of expertise. This knowledge adds a +2 bonus to the linguist's rating in any modern or ancient language proficiencies he possesses.
Law: A sage with this field of study is an expert on matters of law. He is familiar with any national constitutions or charters, the origin and history of the law, and important matters of precedent. He can examine contracts, warrants, orders, or decrees and determine if there is a way to enforce or avoid them.
Mathematics: The study of abstract or theoretical mathematics may seem unusual in a fantasy setting, but it dates back thousands of years in our own world; the ancient Greeks laid the groundwork for geometry, while algebra was a pastime of Islamic scholars and nobles before the European Renaissance.
Medicine: A sage with this skill studies both the history and development of medicine, as well as current methods and treatments. This provides the character with a +2 bonus to his healing nonweapon proficiency score. In addition, the character may be able to come up with treatments for nonmagical diseases or injuries.
Meteorology: This is the study of weather and weather patterns. A sage with this skill knows historical records and prediction methods. In the field, his knowledge of weather provides a +2 bonus to any weather sense proficiency checks he makes.
Music: The sage knows the theory and notation systems of music and has studied the works of the great masters. He can attempt to identify unknown pieces or decipher musical puzzles.
Myconology: Myconology is the study of fungi. A myconologist can identify samples of fungus, mold, or spores. He is familiar with dangerous or monstrous varieties as well and may be able to spot these in the wild before he or his companions come to harm. His knowledge of mushrooms and molds gives him a +2 bonus to herbalism nonweapon proficiency checks.
Oceanography: A sage with this skill studies the ocean, including weather, marine biology, navigation and charting, and undersea topography. An oceanographer may be able to explain unusual phenomena at sea or discover the location of wrecks or other sites of interest.
Philosophy: The study of philosophy is the study of logic, ethics, aesthetics, and metaphysics (for game purposes, anyway), and a sage with expertise in this field is conversant with the great thinkers and arguments of his race or culture.
Physics: In most AD&D campaigns, the study of physics centers around mechanics and thermodynamics; some of the more advanced fields of study simply haven't been invented yet.
Planes, Inner: Most individuals in a campaign have little to no knowledge of worlds beyond the one in which they live, but a sage with expertise in this field is familiar with the characteristics and properties of the Ethereal Plane and the various Elemental Planes beyond that. He understands how the Inner Planes are aligned and how the multiverse is put together. If he spends an additional slot to specialize, he can be an expert on a particular plane, capable of answering exacting questions on the topic.
Planes, Outer: The great religions of a campaign tend to disseminate a very limited view of the multiverse, centering on the home of their deity and that of their deity's principal foes. A sage who studies this field has a general understanding with the general arrangement of all the Outer Planes and the characteristics of the Astral Plane. For an additional slot, he can specialize in a particular plane, learning the general properties of its layers, its chief inhabitants and domains, and other important details.
School of Magic: A sage with expertise in a school of magic is familiar with the important theories, works, and great mages of that field. By engaging in research and passing a proficiency check, the sage could identify spells or magical items belonging to the school by the item's general effects or appearance. For example, if he was a student of the school of force, he could identify a wand of force or beads of force as if he were trying to answer a specific question. If the sage is also a wizard, he gains a +5% bonus to his chance to learn spells from the school in question. A specialist wizard gains a +2 to his score in this proficiency if the school of magic is his own specialty.
Sociology: This is the study of social structures, customs, mores, and ways of life. The sage is also acquainted with past societies and their customs.
Theology: A sage with expertise in this area is conversant with the tenets and beliefs of most major religions, gaining a +2 bonus to his religion nonweapon proficiency check. In addition, he studies the theories and lore surrounding the powers and boundaries of the gods themselves. With research, a theologist can determine what a particular god might or might not be capable of doing.
Toxicology: This is the study of poisons, both natural and artificial. A sage with expertise in toxicology can identify poisons both from samples and from examining the symptoms of a poisoned victim. By using toxicology, a sage can also gain a +1 to any healing proficiency check dealing with poisons.
Zoology: Zoology is the study of animals. A sage who acquires knowledge in this area has a good overall grasp of the science of zoology, and in addition, he is considered a specialist in one general class of animals or monsters. Each additional slot he spends on this proficiency adds one more type or class to his expertise. Classes of animals available include birds, reptiles, mammals, fish, amphibians, insects, amorphous monsters (slimes, jellies, and molds), aquatic monsters, insectile monsters, reptilian monsters, mammalian monsters, hybrid monsters (griffins, perytons, etc.), and any other reasonable class or grouping the DM allows. A zoologist can identify common species in the field with a successful proficiency check and may be able to predict behavior or capabilities based on his knowledge of the creature in question.

103. Scribe
Source: Players Option: Spells & Magic
NWP Group: Wizard, Priest
Cost: 2
Ability: Dexterity/Aim
Before printing came into common use, professional scribes created books by copying manuscripts. Even after printing presses were in widespread use, scribes were in demand for their calligraphy and the quality of their illuminated (or illustrated) pages. A character with this proficiency is familiar with a scribe's techniques for preparing pages and working both swiftly and accurately. This is an invaluable skill for a wizard; with a successful proficiency check, the character gains a +5% bonus to any rolls he must make in order to copy or transcribe a spell into his spell book or onto a scroll.

104. Sculpting
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Wisdom/Intuition, Dexterity/Aim
The character with this proficiency can render realistic objects out of stone and clay. A high level of sculpting proficiency, coupled with the artistic talent trait, means the character can create statues, statuettes, busts, and other objects of rare and valuable beauty.

105. Seamanship
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Wisdom/Intuition, Dexterity/Balance
These characters are trained to help operate galleys and sailing ships. They can row, hang rigging, steer a helm, patch canvas, and repair hulls (with tar or pitch). This proficiency does not allow characters to navigate.
The captain of a vessel, who presumably possesses this skill at a high level, must make proficiency checks to avoid certain hazards of the sea. Such a seaman might take the ship into a reef-lined bay with no difficulty if a local pilot is there to act as a guide. But if the captain has to pick a path through coastal breakers, a failed check might mean a bump on the bottom of the hull, or that the ship has run aground. Bad weather and treacherous currents can penalize these proficiency checks, while fair breezes and superb visibility should convey positive modifiers.

106. Set Snares
NWP Group: Rogue
Cost: 3
Ability: Wisdom/Intuition, Dexterity/Aim
A character with this skill can place small traps and snares along a game trail-a useful aid to gaining food in a non-civilized setting. Given proper materials-supple branches, bowstring or heavy thread-the character can make two snares in an hour without a proficiency check. The character can check the snares after eight hours, rolling a proficiency check for each. These checks can be modified by +2 if the character has the animal lore proficiency, and an additional +2 for the animal empathy trait. Success means that a small animal, such as a rabbit or partridge, has been snared. The checks can be modified up or down by the DM, to reflect the population of animals in the area.
The character can create a larger snare, such as a pit trap, by making a proficiency check. An 8' deep, 6' square pit requires at least eight hours to make if the ground is soft and a decent shovel is available. Rocky ground, larger pits, and makeshift equipment can increase this time dramatically. Whether anything falls into the large pit is a matter of the DM's interpretation and generosity.

107. Singing
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Charisma/Leadership
The character knows and can perform the many types of songs, including some that involve complex or difficult notes. All songs common to the character's society will be familiar. Rare, archaic, or unusual songs will be known with a proficiency check. Also, characters who have had a chance to hear an unknown song can perform it (-2 modifier, +1 for each time after the first that it is heard).
The character can compose his own songs, including choral works, with a successful proficiency check. If the character also has the Music/Singing Talent, the character can add +2 to his base score.

108. Stonemasonry
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 4
Ability: Strength/Stamina, Wisdom/Intuition
A character with this skill knows how to excavate stone from quarries, cut that stone into blocks, make bricks, mix mortar, lay stone or brick, and carve simple designs and symbols into stone. The mason can lay cobblestones or bricks for roads and courtyards, and the work can include small arches and cantilevered platforms. None of these tasks require proficiency checks. The character's tools include hammers, chisels, trowels, block and tackle, plumb lines, shovels, and wedges. If fully equipped, a typical mason can build a wall, 10' long, 5' high and 1' thick, in one day-if the stone is already cut. The character can erect walls, buildings, pillars, stone abutments for bridges, etc.
The character can step up the work by making a proficiency check. Also, if the stonemason doesn't have the benefit of the engineering proficiency, checks must be made for wall sections higher than 10', and for structures involving arches or elaborate corners.
A dwarven character receives a +2 bonus when taking this proficiency.

109. Story Telling
Source: Dragon 254
NWP Group: General
Cost: 1
Ability: Charisma/Leadership
This character can spin a dramatic story about a chosen topic. If the story is about a specific person, then reaction to that person can be modified on a successful proficiency check. If the person in the story is portrayed as heroic, then the listeners see him is heroic. If the story describes his villainous deeds, then they see him as a villain. The DM may adjust a listeners reaction based on the listeners Wisdom and how well the listener knows the subject of the story. If the character sings the story as a ballad, or tells the story to musical accompaniment, he may add a +1 bonus to his proficiency check. Combining singing and instrumentation allows a +2 to the check.
This proficiency also allows a character to weave a believable lie. A successful proficiency check, modified by the listeners magical defense adjustment, means that a given statement is believed by the listener. The DM is encouraged, however, to modify the proficiency check further according to the statement's outlandishness. For instance, only the extremely gullible believe that the character has just stuffed an entire black dragon into a belt pouch.

110. Sleight of Hand
Source: Players Option: Spells & Magic and Dragon 256
NWP Group: Wizard, Rogue
Cost: 3
Ability: Dexterity/Aim
This proficiency involves the art of legerdemain - tricking the eye and mind with the hand. The character can do simple hand tricks, including making small items vanish, pulling flowers from a sleeve, and so forth. A character may perform these simple tricks without a proficiency check. If the character wants to impress an audience with his skills, or if he is performing for a less than hospitable group, a proficiency check is required.
While true wizards have little time for these parlor tricks, many apprentices practice with their cantrips by duplicating these feats. A wizard with a cantrip spell handy can really manipulate a small object by briefly levitating it, teleport something small from one hand to the other, or use a tiny dimensional pocket to make an object disappear or seem to contain something it shouldn't.
For rogues the art of prestidigitation can help with other skills requiring a delicate touch and so this proficiency adds +5% to a character's Pick Pockets score.
There is no particular game effect for this skill, although it is a form of entertainment and can earn a character his dinner with a good performance, or possibly distract or fool an NPC under very limited circumstances. For example, a wizard trying to conceal a wand or precious gem from a robber searching him at knifepoint might be able to hide the item with a successful proficiency check. 

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 Message 5 of 5 in Discussion 
From: MSN NicknameHiel-Sent: 10/23/2006 5:01 PM
111. Streetwise
Source: Dragon 256
NWP Group: Rogue
Cost: 3
Ability: Wisdom/Intuition, Charisma/ Leadership
A character with Streetwise can survive on the streets of any town or city. He quickly learns the good (and not so good) places to sleep and eat. He finds out about the dangerous alleys, the people to meet, and the people to avoid. Given a few hours on his own, the character can gain bits and pieces of gossip and rumors, some of which may even be true. Any time a character is in a new city or town, he must make a proficiency check to become streetwise, a process that usually takes two to three days. A proficiency check is required for a character to dig up a specific fact. If the character is of a different race from the populace (e.g., a dwarf in a human city), there is a -2 penalty to the proficiency checks.

112. Survival
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 3
Ability: Intelligence/Knowledge, Wisdom/Willpower
A character with this proficiency has a basic knowledge of the dangers and challenges in certain wilderness terrain: arctic, woodland, desert, plains, or tropical. Mountains are not usually a separate terrain type-a mountain range may be tropical, wooded, snow-covered, etc.
Survival skill means the character has a good chance of finding food or water in that environment-if there is any to be found. The character can roll a proficiency check once a day for each category. Success means food, water, or shelter is found. Typically it will take 1d6 hours to find water, and 2d6 turns to forage enough food for one person.
A character with this skill also understands the perils inherent in sudden storms and dangerous topical features-avalanches, quicksand, sandstorms, and landslides, for example. The DM might allow a player to roll a proficiency check when one of these dangers appears on the horizon-success means the character has noticed the menace.

113. Swimming
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Strength/Stamina
This useful proficiency allows characters to swim according to the AD&D game rules for water movement (see the Player's Handbook for more information). Characters without this proficiency are considered untrained swimmers, and they can do little more than hold their breath and float. Proficient characters can perform most swimming tasks without any checks.

114. Tactics of Magic
Source: Players Option: Spells & Magic
NWP Group: Wizard
Cost: 3
Ability: Intelligence/Knowledge
For many wizards, the principal use of their art is on the battlefield. Knowing which spell to employ at any given time and creating the greatest effect for one's effort is a skill that can be learned with practice and experience. A wizard with the tactics of magic proficiency can attempt a proficiency check to gauge the range to a target, estimate how many enemies will be caught in a given area of effect, or determine whether or not he may be in danger of a rebounding lightning bolt or a fireball cast in too small a space.
In addition, a character with this skill may recall subtle effects or interactions that are not immediately apparent. For example, if the wizard is about to cast magic missile at an enemy wizard protected by a shield spell, the DM may allow the player a proficiency check to see if he suddenly recalls that the magic missile will fail-especially if the wizard also knows shield, but the player has just forgotten about the special effects of the spell. However, if there's no way the character could know of a special immunity or property of a monster, spell, or magical item, this proficiency will not be of any help.

115. Tailoring
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Intelligence/Reason, Dexterity/Aim
A character with this proficiency can sew garments out of all types of cloth-wool, cotton, silk, and well-tanned leather being the most common in the typical campaign world. The character can use needle and thread. The amount of time required for a job naturally varies by its complexity, but proficiency checks are only required if the tailor is attempting to make something truly unique and spectacular-a coronation gown for the queen, perhaps.
The tailor can also make field repairs on clothing that has been damaged by the vagaries of adventuring. These repairs typically require proficiency checks, with failure indicating that the patch will hold for only a very short time. A halfling character gains a +1 to this proficiency rating.

116. Thaumaturgy
Source: Players Option: Spells & Magic
NWP Group: Wizard
Cost: 3
Ability: Intelligence/Reason, Wisdom/Intuition
This is the art of the casting of magic, the study of the interaction of verbal, somatic, and material components in order to produce a desired effect. While all wizards have some degree of familiarity with this field of knowledge, a character who becomes proficient in thaumaturgy has spent time studying the forms and practices of magic. This depth of knowledge gives the wizard a +5% bonus on his learn spell rolls after a successful nonweapon proficiency check has been made.

117. Throwing
Source: Players Option: Skills & Powers
NWP Group: Rogue
Cost: 2
Ability: Strength/Muscle, Dexterity/Aim
Characters with this proficiency add 10' to each range category of thrown weapons, and increases the damage or the attack roll by +1 each time they throw a weapon. The player can elect to improve either the damage or attack roll, but the choice must be announced before the attack is made.
For each character point spent on this proficiency (after its initial purchase) a character adds another 5' to thrown weapon ranges. For every 4 additional character points spent, another +1 on the damage or attack rolls is gained-this can be used as a +2 on one or the other, or split as a +1 to attack and +1 to damage.

118. Tightrope Walking
Source: Players Option: Skills & Powers
NWP Group: Rogue
Cost: 3
Ability: Dexterity/Balance
The character with this proficiency can balance on ropes, wires, slender beams, and other narrow, perilous surfaces. A typical movement rate is 60 feet a round, though an upward angle will slow this. Ascents and descents of 45 degrees or more are not possible.
The character does not require a proficiency check if the surface is at least 4" wide. Narrower surfaces require checks, with failure indicating a fall. If walking on a flat surface more than an inch wide, the character receives a +3 modifier to the check. A balance pole adds another +2 modifier, though high winds or a moving surface can contribute significant negatives.
If the character makes an attack or suffers damage while balanced on a rope, a proficiency check is required. Failure signals a fall. Subtract the number of points of damage the character suffered from the proficiency rating when this check is made. Attacks made while on the rope suffer -5 penalties on attack rolls. Also, a character walking on a tightrope has limited maneuverability and therefore does not gain an AC bonus for Dexterity.

119. Time Sense
Source: Dragon 254
NWP Group: General
Cost: 2
Ability: Wisdom/Intuition
This character is always able to give a reasonably close approximation of the time and has a chance (on a successful proficiency check) of being able to tell how much time has elapsed during an interval of unconsciousness. This proficiency is based on an internal biological clock, not observation of the natural world, and so functions even when the character is underground or completely enclosed. If the character is on another plane where time operates differently than on his home plane, this proficiency does not function until he returns to his home plane and spends at least one week adjusting to the normal flow of time.

120. Tracking
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 4
Ability: Wisdom/Intuition
The detailed tracking procedure described in the Player's Handbook is modified as follows for the Skills and Powers rules:
No characters suffer the integral -6 penalty to their ability scores; this difference is reflected in the proficiency rating itself.
Rangers gain a +5 bonus to their tracking rating.
Characters with the animal empathy trait gain +2 to their proficiency score when tracking non-domesticated animals.
Characters with the animal lore proficiency gain +2 to their proficiency rating when tracking animals-either wild or domesticated.

121. Tumbling
Source: Players Option: Skills & Powers
NWP Group: Rogue
Cost: 3
Ability: Strength/Muscle, Dexterity/Balance
Characters with this proficiency can roll, somersault, stand on their hands, flip forward and backward, and otherwise perform feats of acrobatics. They can only perform tumbling feats if unencumbered or lightly encumbered.
Tumbling characters can improve their AC by 4 on a given round if: they avoiding attacks directed against them, win initiative, and elect not to attack that round. A tumbling character can move up to 20 feet, or remain in one place, during the course of this evasion. In unarmed combat a character with tumbling ability improves attack rolls by +2.
The character can attempt to dodge through obstacles or escape through narrow apertures, but successful proficiency checks are required. If the character topples from a height of 60 feet or less, a successful proficiency check results in suffering only half damage from the fall.

122. Undead Lore
Source: Players Option: Spells & Magic
NWP Group: Priest
Cost: 3
Ability: Intelligence/Knowledge
A priest with this proficiency is trained in the identification, powers, and vulnerabilities of common undead monsters. With a proficiency check, the character can recall specific tactics or weaknesses of a monster; for example, if confronted by a vampire, he may recall that a mirror, garlic, or holy symbol strongly presented can drive the monster away for a short time. How the character uses this information is up to the player.

123. Ventriloquism
Source: Players Option: Skills & Powers
NWP Group: Rogue
Cost: 4
Ability: Intelligence/Knowledge, Charisma/Leadership
Characters using this skill can make others believe that sounds and voices are coming from somewhere else. Such a character must pass a proficiency check to deceive an audience. This roll might be modified by some of these factors: the intelligence of the listeners (+/-3); the distance from the ventriloquist to the apparent source of the sound (not more than 20 feet); the believability of the ventriloquist's words and sounds; whether the audience can observe the proficient character; and the length of the ventriloquism display.

124. Waterproofing
Source: Dragon 254
NWP Group: General
Cost: 2
Ability: Intelligence/Knowledge
This proficiency enables a character to use special ingredients (tree sap, bee's wax, oils, etc.) to waterproof such materials as leather, cloth, or wood. This can be used to ensure that a cloak sheds rain or that a protective cover keeps a spellbook dry. Such protection needs to be reapplied every week to items that are frequently exposed to water. Other items need upkeep once a month or so. The DM should make a proficiency check in secret and note whether the water proofing was successful or not. This protects items that are fully submerged only if the waterproofed container is completely sealed.

125. Weapon Sharpening
Source: Dragon 254
NWP Group: Warrior
Cost: 3
Ability: Intelligence/Knowledge, Dexterity/Aim
A character with this proficiency is adept at honing a blade to its finest possible edge. This works on any type S or P weapon. The character must spend half an hour sharpening the edged weapon with a fine quality whetstone (1sp). At the end of this time, the character must make a proficiency check. Failure means that the character hasn't done it quite right and must devote another half-hour followed by another check. Success means that a damaged blade has one point of damage repaired, whilst an undamaged (or fully repaired) blade is now at its sharpest and functions with a +1 bonus to hit and damage for the next three attacks, after which it loses its fine edge and needs resharpening. A character with the weaponsmithing non-weapon proficiency may also repair and sharpen weapons and is capable of achieving this same effect after a successful proficiency check.

126. Weaponsmithing
Source: Players Option: Skills & Powers
NWP Group: Warrior
Cost: 5
Ability: Intelligence/Knowledge, Dexterity/Aim
This proficiency allows a character to create metal weapons. The Player's Handbook gives the time and material cost requirements for various types of weapons.
A character who seeks to create a truly exceptional weapon, can make a proficiency check after the item is completed. If the check fails, the weapon is useless, melted down for its bare metal; if the check succeeds, the character has created a weapon that is worth 50% more than the typical example. These are the kinds of weapons selected by wizards for enchantment.
Dwarves get a +1 bonus to their rating with this proficiency.

127. Weather Knowledge
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 2
Ability: Wisdom/Intuition
A character with this proficiency has a knowledge of winds, humidity, clouds, and seasons and can accurately predict the immediate weather simply by looking at the sky. With a proficiency check the character can predict what will happen during the next 12 hours. Modify the check up to +/-6, with a 0 modifier to predictions for the weather six hours ahead.

128. Weaving
Source: Players Option: Skills & Powers
NWP Group: General
Cost: 3
Ability: Intelligence/Reason, Dexterity/Aim
A character with this skill can weave yarn into cloth, and he can create tapestries, cloaks, and other large swaths from thread. The character can spin wool into yarn with a spinning wheel, and he needs a loom to artfully weave that yarn. A character with the artistic talent trait can use this skill to create exceptionally beautiful cloth. Halflings get a +1 bonus to their rating with this proficiency.

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