Proficiencies

Note that the below is the first pass list, and I plan on updating it with more proficiencies before play (9/1/11)

The Basics of Proficiencies

Proficiencies represent particular areas of expertise that your character has developed due to his background, homeland, and training. Each class has a class list of proficiencies, representing training that is particularly useful to the particular profession. In addition, there is a general list of proficiencies, which represent trade skills and knowledge that is widely available to all. Characters will learn proficiencies from both lists over time.

Starting Proficiencies

All characters begin with the Adventuring proficiency as well as one proficiency chosen from their class/race list and one proficiency chosen from the general list. Characters with an Intelligence bonus may choose to begin the game knowing one or more additional proficiencies from the general list. The number of additional general proficiencies that may be learned is equal to the Intelligence bonus (+1, +2, or +3). The player may choose to leave one or more bonus proficiency “slots” open, to be filled during play as circumstances suggest appropriate choices. However, bonus proficiencies from high Intelligence may only be used to select proficiencies from the general list.

Note that some proficiencies appear on both the general list and the class/race lists. For example, Performance appears on both the general list and the Bard class list. This is because Performance is both a common trade skill (general list) and training that is useful to bards (class list).

Gaining Proficiencies

All characters may choose one additional proficiency from the general list at levels 5, 9, and 13. Fighters get a new proficiency from their class list at level 3, 6, 9, and 12; clerics and thieves get a new proficiency from their class list at 4, 8, and 12; and mages get a new proficiency from their class list at 6 and 12. This is summarized on the Proficiency Progression Table, below.

Unless its description says otherwise, a proficiency may only be selected once. If a proficiency can be selected more than once, then the proficiency throw value required for success is reduced by 4 each time the proficiency is selected. Unless otherwise noted, all proficiency throws use 1d20.

The Judge may impose limitations on the selection of certain proficiencies depending on his campaign or setting. Otherwise, characters may take any proficiency on the appropriate list.

Proficiencies of Normal Humans and Demi-Humans

Normal humans and demi-humans (non-adventuring 0th level characters) do not begin with the Adventuring proficiency or any class proficiencies. Instead they begin their careers with four general proficiencies. If their Intelligence is 13 or greater, they gain additional general proficiencies equal to their Intelligence bonus. A character may not select the same proficiency more than once with his four starting proficiencies, but may use bonus proficiencies from high INT to do so. Normal humans gain an additional general proficiency after 5 years, 15 years, and 35 years of work. Normal dwarves and elves gain an additional general proficiency after 5, 15, 35, and 70 years of work. Adventurers learn much faster – or die.

Proficiency Lists

General Proficiency List: Adventuring, Alchemy, Animal Husbandry, Animal Training, Art, Bargaining, Caving, Collegiate Wizardry, Construction, Craft, Diplomacy, Disguise, Endurance, Engineering, Foraging, Gambling, Healing, Hunting, Intimidation, Knowledge, Labor, Language, Leadership, Lip Reading, Magical Engineering, Mapping, Military Tactics, Mimicry, Monsterous*, Naturalism, Navigation, Performance, Profession, Reduced Facing, Riding, Seafaring, Seduction, Shaving/Grooming, Siege Engineering, Signaling, Swimming, Theology, Tracking, Trapping, Weapon Focus

Assassin Proficiency List: Acrobatics, Alchemy, Alertness, Arcane Dabbling, Blind Fighting, Bribery, Cat Burglary, Climbing, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Disguise, Eavesdropping, Fighting Style, Gambling, Intimidation, Mimicry, Performance (acting), Precise Shooting, Running, Seduction, Skirmishing, Skulking, Sniping, Swashbuckling, Trap Finding, Toughness, Weapon Finesse,

Bard Proficiency List: Acrobatics, Ancestral Magic, Art, Bargaining, Beast Friendship, Combat Trickery (disarm, trip), Disguise, Eavesdropping, Fighting Style, Gambling, Healing, Knowledge, Language, Leadership, Lip Reading, Mimicry, Mystic Aura, Naturalism, Performance, Precise Shooting, Prestidigitation, Running, Seduction, Skirmishing, Swashbuckling, Toughness, Weapon Finesse,

Cleric Proficiency List: Apostasy, Battle Magic, Beast Friendship, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Knowledge (history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Prestidigitation, Profession (judge), Prophecy, Quiet Magic, Righteous Turning, Sensing Evil, Sensing Power, Theology, Toughness, Unflappable Casting,

Dwarf Proficiency List: Alchemy, Alertness, Art, Battle Magic, Berserkergang, Blind Fighting, Caving, Combat Reflexes, Combat Trickery (force back, overrun, sunder, trip, wrestle), Command, Construction, Craft, Dwarven Brewing, Dungeon Bashing, Endurance, Engineering, Fighting Style, Gambling, Goblin-Slaying, Illusion Resistance, Intimidation, Land Surveying, Leadership, Loremastery, Magical Engineering, Mapping, Meld into Stone, Military Tactics, Mountaineering, Siege Engineering, Stone Tell, Touched by Ucix, Toughness, Weapon Focus

Elf Proficiency List: Alchemy, Acrobatics, Alertness, Arcane Dabbling, Battle Magic, Beast Bond, Beast Friendship, Black Lore of Zahar, Blind Fighting, Combat Reflexes, Combat Trickery (incapacitate, disarm, trip), Contortionism, Elementalism, Familiar, Fighting Style, Intimidation, Leadership, Lockpicking, Loremastery, Magical Music, Mystic Aura, Naturalism, Passing Without Trace, Precise Shooting, Prestidigitation, Quiet Magic, Running, Sensing Power, Skirmishing, Skulking, Sniping, Soothsaying, Swashbuckling, Unflappable Casting, Trap Finding, Wakefulness, Weapon Focus, Weapon Finesse, Woodland Stealth

Fighter Proficiency List: Acrobatics, Alertness, Beast Bond, Berserkergang, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, overrun, sunder, trip), Command, Construction, Dungeon Bashing, Endurance, Fighting Style, Gambling, Hunting, Intimidation, Leadership, Military Tactics, Multi-attack Bonus, Precise Shooting, Riding, Running, Siege Engineering, Skirmishing, Swashbuckling, Toughness, Weapon Finesse, Weapon Focus, Woodland Stealth

Gnome Proficiency List: Alchemy, Beast Friendship, Climbing, Combat Trickery (disarm, trip) Defensive bonus, Eavesdropping, Engineering, Familiar, Freeze, Illusion Resistance, Lockpicking, Mimicry, Naturalism, Passing Without Trace, Prestidigitation, Toughness, Trap Finding,

Halfling Proficiency List: Acrobatics, Beast Friendship, Climbing, Eavesdropping, Healing, Mapping, Naturalism, Passing Without Trace, Precise Shooting, Running, Toughness, Woodland Stealth

Human Proficiency List: Experience bonus, Toughness,

Mage Proficiency List: Alchemy, Ancestral Magic, Battle Magic, Beast Friendship, Black Lore of Zahar, Collegiate Wizardry, Craft, Diplomacy, Elementalism, Engineering, Familiar, Healing, Illusion Resistance, Item Savant, Knowledge, Language, Loremastery, Magical Engineering, Mapping, Mystic Aura, Naturalism, Quiet Magic, Performance, Prestidigitation, Profession, Sensing Power, Siege Engineering, Soothsaying, Spell Razor, Unflappable Casting

Orc Proficiency List: Alertness, Blind Fighting, Combat Reflexes, Combat Trickery (Disarm, Force Back, Incapacitate, Overrun, Sunder, Trip, or Wrestle), Damage Bonus, Dense Skin, Dungeon Bashing, Endurance, Fighting Style, Gambling, Hunting, Intimidation, Riding, Running, Tough Hide, Toughness, Weapon Focus

Thief Proficiency List: Acrobatics, Alertness, Arcane Dabbling, Blind Fighting, Bribery, Cat Burglary, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Diplomacy, Fighting Style, Gambling, Intimidation, Lip Reading, Lockpicking, Mapping, Performance (acting), Precise Shooting, Riding, Running, Seafaring, Skirmishing, Skulking, Sniping, Swashbuckling, Trap Finding, Toughness, Weapon Finesse

List of all Proficiencies (Wiki)
List of all Proficiencies

Proficiencies

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