Wilderness Proficiencies


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Moonstar
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Compleat List of Skills
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WSG

The potential rewards of adventuring in and through the wilderness are
great - and equally great are the potential problems
and hazards that will be encountered and must be avoided or
overcome if a group of characters is to survive and benefit from a
sojourn in the wild.

Of course, the best way to avoid or overcome problems and
hazards is to be prepared to deal with them - and that’s where
wilderness proficiencies come into play. Described in this section
is a system for handling the concept of wilderness proficiencies,
followed by definitions of what these various skills allow a character
to accomplish.

The system is essentially the same as that described in DSG for handling nonweapon proficiencies.
A character is entitled to possess a certain number of proficiencies,
depending on his class and level. Some of these are
weapon proficiencies - “slots” that can be filled by skill with a
certain weapon. The others are nonweapon proficiencies - slots
that can be filled with the skills described in DSG, or the skills described herein, or any combination of
skills from both sources.

Readers who are familiar with DSG will notice that some of the
proficiencies described here have the same names as some of
the adventuring proficiencies outlined in that other book, and in
many of these cases (such as fire-building and land-based riding)
the definitions given here are essentially the same as those given
in DSG. In such cases, the DM is advised to rule that
the particular nonweapon proficiency can be used to advantage
by a character whether he is in a subterranean or an aboveground
environment. For example, a character who is proficient
in riding a horse should be able to accomplish the feats given for
that proficiency no matter where he is located.
In other cases, a proficiency by its nature will only apply in either
an underground or an aboveground locale. For instance, the
proficiency of plant lore will probably only be useful in the wilderness,
while fungus identification (see page 28, DSG) is a skill
whose practice is limited to the underground environment.

In other cases, a proficiency by its nature will only apply in either
an underground or an aboveground locale. For instance, the
proficiency of plant lore will probably only be useful in the wilderness,
while fungus identification (see page 28, DSG) is a skill
whose practice is limited to the underground environment

NONWEAPON PROFICIENCIES

Choosing skills

The selection of NWPs for a character is
basically up to the player of that character. However, in the interest
of faithful and accurate role-playing it is recommended that
players take into account the background of their characters and
not select initial NWPs for them that seem illogical
in light of those facts. For instance, a character who did
not grow up in a desert environment or who has not spent a sizable
amount of time in the desert should not be able to possess
proficiency in desert survival at first level just because the player
thinks this would be a handy skill to have. Conversely, a character
who did grow up in the desert and thus has spent little or no
time in and around the water would not logically have special skill
in swimming.

As an outgrowth of this reasoning, players also should not be
frivolous about selecting proficiencies as their characters advance
in experience levels and become eligible to possess more
skills. Until and unless a character has spent a sizable amount of
time in the desert (presumably during an adventure), he should
not be able to acquire proficiency in desert survival.

In contrast, some of these wilderness proficiencies are not difficult
to justify for practically any character at any time. For instance,
direction sense is something that any first-level character
might be presumed to possess (indicating an inborn knack for
such a talent), or that any character of higher level might conceivably
pick up when he becomes eligible to add a new skill (indicating
that part of his between-levels training involved instruction in
this skill).

Ultimately, all selections of proficiencies are subject to the approval
of the DM. If the arbiter of a campaign feels
that a player’s selection is illogical, then he is entitled -- even
obliged - to disallow that selection.

Success and Failure

Unlike a WP, the possession of a NWP does not always mean that the character can realize
the benefits of having a certain skill. On some occasions, depending
upon the particular proficiency or the circumstances surrounding
the use of the proficiency, it is necessary for a character
to make a successful Proficiency Check in order to be able to use
the skill.

A Proficiency Check is accomplished in the same way as an
Ability Check. The player rolls 1d20, applies modifiers (if any) to
the result, and compares that number to the character’s score in
the Appropriate Ability for the proficiency being used. If the modified
die-roll result is less than or equal to the score of the Appropriate
Ability, the Proficiency Check is successful. (In certain
circumstances, the Dungeon Master will make a Proficiency
Check die roll instead of the player, and he may or may not reveal
to the player the result of the attempt. See the description of the
direction sense proficiency for an example of this exception; the
Dungeon Master may declare other exceptions of this sort when
he deems it appropriate.)

Any unmodified die roll of 19 or 20 on a Proficiency Check indicates
automatic failure, regardless of modifiers that would otherwise
bring the result down into the range needed for success.
Also, for the purpose of a Proficiency Check, any ability score
greater than 18 is treated as a score of 18. This means that a
character with an Appropriate Ability score of 18 or greater must
always make a successful Proficiency Check without the aid of
any beneficial modifiers, and that even a character with an Appropriate
Ability score of 18 or greater has at least a 10% chance
(2 in 20) of failing any Proficiency Check he attempts.

Proficiency Check:

Improving Proficiencies

When a character becomes eligible to fill an additional NWP slot gained at 3rd level or higher, the player
may elect to improve the character’s ability in an existing profi
ciency instead of acquiring a new skill. If a proficiency slot is used
to improve an existing proficiency, the character receives an automatic
die-roll modifier of -2 on all subsequent Proficiency Checks (in effect increasing his Appropriate Ability score by 2 for
purposes of a Proficiency Check).

If a player desires improvement beyond this first step, additional
modifiers of -2 are attached for every additional proficiency
slot filled in this fashion. It is possible for a character with
improved proficiency in a certain skill to make a successful Proficiency
Check with an unmodified die roll of 19. However, no matter
how much a proficiency is improved, an unmodified die roll of
20 still represents automatic failure on a Proficiency Check. Example:
A character with one step of improvement in a proficiency
and an Appropriate Ability score of 17 can succeed on a Proficiency
Check with a die roll of 19, since the -2 modifier for improvement
would bring the result down to the range needed for
success.

Table 1: Character Proficiencies
Class of Character Initial # of Proficiencies 
(Weapon / Nonweapon)
Add Proficiency Per Level 
(Weapon / Nonweapon)
CAVALIER* 3 / 2 1 / 1 per 2 levels
    Paladin* 3 / 2 1 / 1 per 2 levels
CLERIC 2 / 3 1 / 1 per 4 levels
    Druid 2 / 3 1 / 1 per 5 levels
FIGHTER 4 / 2 1 / 1 per 3 levels
    Barbarian 6 / 3 1 / 1 per 2 levels
    Ranger 3 / 2 1 / 1 per 3 levels
MAGIC-USER 1 / 3 1 / 2 per 6 levels
    Illusionist 1 / 3 1 / 2 per 6 levels
THIEF 2 / 3 1 / 1 per 4 levels
    Acrobat 2 / 3 1 / 1 per 4 levels
    Assassin 3 / 2 1 / 1 per 4 levels
MONK 1 / 1 1 / 1 per 2 levels
BARD As other classes 1 / 1 per 4 levels

* -- 0-level horsemen and 0-level lancers have one non-weapon proficiency,
and gain the second one upon their advancement to the status of a 1st-level character.

lnitial # of Proficiencies shows the number of proficiencies the
character has at the beginning of 1st level. The number to the left
of the slash is the number of WPs; the number to
the right is the number of NWPs. A weapon
proficiency slot can be filled with a nonweapon proficiency if the
player desires to develop his character in this fashion, but the reverse
is not allowed; a nonweapon proficiency slot must be filled
with a nonweapon proficiency if it is used at all.

Add Proficiency Per Level shows the number of experience
levels that must be passed through before the character is entitled
to add more proficiencies. First level is included when counting
levels; thus, a cleric must advance through 4th level and be
ready to begin 5th level before adding new proficiencies, while an
illusionist does not become eligible for new skills until he is ready
to begin adventuring as a 7th-level character. The cleric gets his
next new proficiencies after finishing 8th level, while the illusionist
does not gain any new slots unti! he has advanced through
12th level.
A character is not obliged to fill every new proficiency slot immediately
upon gaining it, although there is usually no good reason
for delaying the choice (especially one involving a
nonweapon proficiency slot). However, if the Dungeon Master allows
a player to delay a proficiency choice, it is recommended
that he not allow the slot to be filled during an adventure. (A character <>
character
in a lake, about to go down for the third time, should not be
able to suddenly obtain proficiency in swimming.)

Expanding Proficiency Slots (Optional Rule)

The proficiencies described in this book greatly increase the
number of different skills available to characters. If the proficiencies described
in DSG are used in addition
to the ones given here, and if the campaign is an especially
difficult one, particularly for lower-level characters, the DM may decide to allow each character one additional nonweapon
proficiency slot at 1st level - but only if all of a character’s
nonweapon slots are filled right away; if a player elects to
delay filling this extra slot, it is lost and cannot be filled later.
 

Table 2: WILDERNESS PROFICIENCIES
Proficiency Slots Required Appropriate Ability Die Roll Modifier
Alertness 1 Wisdom +1
Animal Handling 1 Wisdom +1
Animal Lore 1 Intelligence 0
Blind-Fighting 1 NA NA
Boating 1 Wisdom -1
Charioteering 1 Dexterity -2
Direction Sense 1 Wisdom -1
Endurance 2 NA NA
Fire-building 1 Wisdom +1
Fishing 1 Wisdom +1
Foraging 1 Intelligence +2
Healing 2 Wisdom -2
Hunting 1 Wisdom -1
Mountaineering 1 NA NA
Plant Lore 1 Intelligence 0
Riding, airborne 2 Wisdom +2
Riding, land-based * 1 Wisdom -3
Rope Use 1 Dexterity 0
Running 2 Constitution 0
Survival, cold 1 NA NA
Survival, desert 1 NA NA
Survival, heat 1 NA NA
Swimming 1 Strength 0
Tracking 1 NA NA
Weather Sense 1 Wisdom +1

* <(Ride MonsterX: each monster requires it's own slot)>

Slots Required lists the number of NWP slots
that must be available before this proficiency can be selected.
Unless a proficiency requiring two slots is selected when a character
is 1st level, this proficiency can only be chosen after the
character has stored up an available slot by not filling it at the first
available opportunity.

Appropriate Ability gives the ability score that is used whenever
a Proficiency Check is called for.

Die Roll Modifier shows the adjustment to the 1d20 roll that
must be applied whenever a Proficiency Check is made. A negative
modifier reduces the result of the die roll, making success
easier to attain; a positive modifier increases the die roll, making
success more difficult. Remember that under normal circumstances,
an unmodified die roll of 19 or 20 indicates automatic
failure, even if a negative modifier would bring the result down
into the range needed for success.
NA stands for Not Applicable, meaning that the use of this proficiency
never requires a Proficiency Check, and therefore these
categories do not apply.


THE COMPLEAT LIST OF AD&D SKILLS


 

PH
Languages

DMG
Secondary Skills +

Bowyer/Fletcher
Farmer/Gardener
Fisher (netting)
Forester
Gambler
Hunter/Fisher (hook & line)
Husbandman (animal husbandry)
Jeweler/Lapidary
Leather worker/Tanner
Limner/Painter
Mason/Carpenter
Miner
Navigator (fresh or salt water)
Sailor (fresh or salt)
Shipwright (boats or ships)
Tailor/Weaver
Teamster/Freighter
Trader/Barterer
Trapper/Furrier
Woodworker/Cabinetmaker
NO SKILL OF MEASURABLE WORTH
ROLL TWICE IGNORING THIS RESULT HEREAFTER

<(Cf. REF2 -- The above skills generally function as proficiences).>

OA / ARTISAN
Armorer, 2
Blacksmith
Bowyer^
Brewer
Carpenter^
Civil engineer, 2
Herbalist, 2
Jeweler^, 2
Masseur
Navigator
Paper-maker
Potter
Seamstress/tailor^
Silk maker
Stonemason^
Tanner/Leatherworker^
Weaponsmith, 3
Weaver^

OA \ BARBARIAN
Chanting
Fire building
Running
Signaling
Snare building
Sound imitation, 2
Survival, 2
Tracking, 3

OA \ COMMON
Agriculture^
Animal handling^, 2
Cooking
Dance
Fishing^
Gaming^
Horsemanship
Hunting^
Husbandry
Iaijutsu
Juggling
Music
Reading/writing
Sailing craft
Singing
Small water craft
Swimming

OA \ COURT
Calligraphy, 2
Etiquette
Falconry, 2
Flower arranging
Heraldry
Landscape gardening
Noh
Origami
Painting
Poetry
Religion
Tea ceremony, 2

DSG \ CRAFTSMAN
Animal trainer^
Armorer^, 2
Blacksmith^
Boatwright
Bowyer/Fletcher^
Carpenter^
Gem Cutter, 2
Leatherworker^
Miner^, 2
Potter^
Smelter
Stonemason^
Weaponsmith^, 3
Weaver^

DSG \ ADVENTURING
Animal noise
Blind-fighting
Boating
Direction sense
Endurance, 2
Fire-building
Fishing
Fungus ID
Healing, 2
Mountaineering
Riding
Rope use
Slow respiration
Sound analysis
Swimming

WSG \ WILDERNESS
Alertness
Animal handling
Animal lore
Blind-fighting
Boating
Charioteering
Direction sense
Endurance, 2
Fire-building
Fishing
Foraging
Healing, 2
Hunting
Mountaineering
Plant lore
Riding, airborne, 2
Riding, land-based
Rope use
Running, 2
Survival, cold
Survival, desert, 2
Survival, heat
Swimming
Tracking
Weather sense


 

DLA
Astrology, 2
Dragon riding, 2