Chapter 6: Proficiencies


Weapon Proficiencies and Weapon Specialization NON-WEAPON PROFICIENCIES Optional Peaceful Proficiency Bonus Success and Failure Contests
Proficiency Tables Artisan Proficiencies Barbarian Proficiencies Common Proficiencies Court Proficiencies
- - - - Oriental Adventures

The concept of proficiencies is expanded in the Oriental AD&D© game to include training in painting,
poetry, singing, calligraphy, horsemanship, and other artistic and practical areas besides weapons and fighting.
These artistic and peaceful skills are as important to a character as his ability to fight, since the society of
OA emphasizes the character's creative talents almost as much as his combat prowess.
All characters receive a number of proficiency slots at 1st level. Depending on the character's class,
some or all of these can be filled with weapon training. Any that aren't devoted to weapons can be filled with
other skills until the character has used all his available slots. The character is not required to fill all his
proficiency slots; those not filled can be saved and used at a later time. Once a proficiency has been selected it
cannot be changed for any reason. The number of proficiencies allotted to each character class, the number
gained per level, and the penalty for using a weapon without the appropriate proficiency are listed on Table 56:
Character Proficiencies.

Table 56: CHARACTER PROFICIENCIES
Class of Character Initial #
of Prof.
Add Proficiency 
per Level
Non-proficiency 
Weapon Penalty
Samurai 5 1/1 -2
Shukenja 6 1/2 -4
Sohei 4 1/3 -2
Kensai 3 1/2 -3
O. Barbarian 9 1/3 -2
Bushi 4 1/2 -2
Wu Jen 6 1/2 -5
Ninja 2 1/3 -4
Monk 5 1/2 -3
Yakuza 3 1/3 -3

Q: How many proficiencies do monks
and yakuza get?
A: The following additions/changes apply to
table 56 (page 51):
Initial # Add Prof.
Class of Prof. per level WNPP
Monk 5 1/2 - 3
Yakuza 3 1/3 - 3
(151.8)

Q: The monk and the yakuza are not 
mentioned in Table 56 (Character Proficiencies). 
What should the entries be for them? 
A: <The missing data has been added to the Table>. 
(Polyhedron #32)

Initial Number of Proficiencies shows the number of proficiencies the character has at 1st level.
The number after the slash lists the total number of proficiencies available.

Add Proficiency per Level lists the number of experience levels that must be earned to gain one
additional proficiency. Thus, 1/4 indicates the character must have four levels to earn an additional proficiency
(1st level is included when counting levels). The notation 1/1 indicates the character gains a proficiency each
time he advances in level.

Weapon Non-Proficiency Penalty lists the minus that is applied to the character's chance to hit when
using a weapon he is not proficient in.
Ninja characters can only use their proficiencies for ninja weapons. The Non-Proficiency Penalty applies only
when using ninja weapons. For all other weapons, the other character class penalty is used.

Table: Starting Proficiencies
Character 
Class
"Free" 
Proficiencies
Required 
Proficiencies
Remaining 
# of Slots
Notes
Barbarian none none 9 maximum of 6 slots used for weapons
Bushi armorer, bowyer, 
weaponsmith
none 4 -
Kensai one weapon or 
martial arts style
none 3 max. of 1 slot for additional weapon
Monk* one MA style and 
two of its special maneuvers
religion and 
calligraphy
3 -
Ninja none none 2 ninja weapons or tools only
Samurai weapon specialization 
(katana)
katana 4 -
Shukenja* one MA style religion and 
calligraphy
4 max. of 2 slots for weapons
Sohei none none 4 -
Wu Jen none none 6 -
Yakuza gaming none 3 -

* Monks and shukenja receive calligraphy at the cost of only 1 proficiency slot.

Weapon Proficiencies and Weapon Specialization

A character can select a weapon proficiency in any weapon that is allowed to his character class.
This is noted on the character's sheet.
Each weapon proficiency costs one proficiency slot from those the character has available.
Unarmed combat cannot be taken as a weapon proficiency, unless the character is studying under a master.
In addition, only samurai and bushi can choose to use weapon specialization.

Weapon specialization represents the character's choice to practice and discipline himself in the USE of a single weapon.

This dedication is not as a fierce as a kensai's, hence the character does not gain the abilities of
a kensai, but the character can learn the use of other weapons with greater ease than a kensai character. Weapon
specialization in any melee weapon or crossbow counts as two proficiency slots, while specialization in any
other missile weapon counts as three proficiency slots. The bushi can choose any one weapon to specialize in.
The selection must be made as soon as the character is created (except for samurai). Only the samurai can
specialize in two weapons at once-the katana and the bow. The samurai can only specialize in these weapons.
The samurai must specialize in the katana as soon as the character is created. However, he can choose to delay
specialization in the bow for a later time.

When specializing with a melee weapon, the weapon must be a specific type, not a general class of
weapons. A character can choose to specialize in the katana, but could not claim specialization in all swords, for
example. The character is + 1 on to hit rolls and + 2 on damage rolls when using the specialized weapon. The
character has also learned the art of laijutsu (fast draw) with the specialized weapon and receives the benefits
explained under that proficiency. In addition, the character can make extra multiple attacks with his specialized
weapon beyond those given on the Multiple Attacks Table. The character is able to utilize the next higher rank
on the Multiple Attack Table when fighting with his specialized weapon. Thus, a first-level samurai would be
able to make 3/2 attacks per round when fighting with his specialized weapon. At fifth level, the same character
would be able to make 2 attacks per round with his specialized weapon.

Once the character advances beyond 1st level, the character can spend an additional proficiency slot to
double specialize in his weapon. This increases the character's bonuses to + 3 on to hit and damage.

When specializing in the bow, the character gains the range category "point blank" in addition to the
normal short, medium, and long ranges. Point blank has a range from 5 to 30 feet. The character is + 2 to hit and
damage at any target in this range and the base damage done is automatically doubled. However, bonuses to
damage for strength and magic (if applicable) are not doubled; they are added to the final total. At short range,
the character is + 1 on his to hit rolls; at medium range and longer the character has no special bonus to hit. At
all ranges beyond point blank there are no bonuses to damage. In addition, a bow specialist who begins the
round with his arrow ready (pocked, drawn, and aimed on a target) can automatically fire before any initiative
check is made. At higher levels the bow specialist gains additional attacks with his weapon that are not
normally available to any other character. These are listed on the Missile Weapon Specialization Table.

When specializing with a crossbow, the character has a point blank range of 5 to 60 feet. Within this
range, the crossbow specialist receives the same benefits as a bow specialist. At short range, the crossbow
specialist is + 1 on to hit and damage rolls. At medium range, the crossbow specialist is + 1 on his chances to
hit. The crossbow specialist receives the same benefit as the bow specialist for having his weapon ready at the
start -of the round. In addition, depending on the type of crossbow, the character gains multiple attacks per
round not available to other characters.

Q: Does a crossbow specialist using a
crossbow of distance or crossbow
of accuracy get an extension of his
point-blank range? Will an accuracy
spell extend point-blank range?

A: No, on all counts. The point-blank range
category is a function of the specialist?s
skill, not the missile nor the device that
propels it. Each magical item or spell
works normally in all other respects.
(121.20)

When specializing in other missile weapons, the character gains a + 1 on to hit rolls and a +2 on
damage. In addition, the character gains increased rates of fire as he improves in level. These are listed on Table
57.

TABLE 57: MISSILE WEAPON SPECIALIZATIONS
                                                         Number of Attacks Per Round With:
Level of Specialist Bow Light 
Crossbow
Pellet Bow & 
Heavy Crossbow
Lasso & 
Staff Sling
Large Shuriken, 
Thrown Dagger
Dart and 
Small Shuriken
Other
1-6 2/1 1/1 1/2 1/1 3/1 4/1 3/2
7-12 3/1 3/2 1/1 3/2 4/1 5/1 2/1
13 & up 4/1 2/1 3/2 2/1 5/1 6/1 5/2

Weapons not permitted to a character of a certain class may be picked up and used, but the
non-proficiency penalty for that class always applies (the worst penalty in the case of split class characters) and
such disallowed weapons cannot be kept and carried by the character for use later.
 

  • Characters under 5 feet in height cannot effectively use any weapon over 12 feet in length.
  • Characters under 4 feet in height cannot use the daikyu (great bow).
  • Characters of less than 100 pounds body weight cannot use a heavy crossbow, any weapon weighing more than 200 gp, or a two-handed sword.

  •  

     
     
     
     
     
     
     
     
     
     
     

    <add the above to the class && weapon tables>
     

    These prohibitions override the stipulation in the preceding note; the non-proficiency penalty is immaterial, since these weapons cannot be wielded at all.

    Non-Weapon Proficiencies

    In addition to weapons, characters can learn proficiencies in various peaceful arts.
    Characters will find this knowledge useful.
    It is customarily expected that characters are more than warriors, priests, or magicians.
    To be complete, they must also be well-versed in artistic skills.
    For the well bred, contests in poetry, painting, or other arts is a popular and frequent event.
    Winners of these contests gain honor (and experience) while losers risk humiliation and loss of favor.
    Players are well advised to see that their character is adept at many different skills beyond those of his immediate profession.

    Peaceful skills are divided into the categories of Common, Artisan, Court, and Barbarian Proficiencies.
    Only barbarian characters can learn barbarian proficiencies. The other categories are given to determine the type
    of environment the character must be in to learn the proficiency. The categories also assist the DM when
    determining proficiencies for NPCs. Thus, a common peasant would know proficiencies from the Common list,
    while a noble would know those from the Court list.

    There are no required times of study for the peaceful proficiencies. The time a character spends on an
    adventure does not cover every minute of his life. There are normally gaps between adventures and even odd
    hours unoccupied during the course of an adventure. It is assumed that during these times the character is
    involved in some type of activity. It may be practice with a weapon or it may be the refinement of another
    proficiency. In any case, these unrecorded moments present sufficient time for the character to learn and
    develop. The only requirements for learning a proficiency are that the character have the necessary tools at hand
    and, when first learning the skill, be in an environment where he can receive training and guidance from those
    skilled in the art. To learn to write effective poetry, a character would have to have been in a court or noble
    setting, where the arts of poetry are practiced regularly. There he would be able to compare his works to those
    of masters and receive guidance in proper structures, imagery, subjects, and the like. To learn weapon-smithing,
    the character would have to live among craftsmen learned in the skill, benefiting from their knowledge and
    skill. The amount of contact the character must have with these masters is purposely left undecided.
    Weapon proficiencies automatically increase in skill as the character advances in level. This is built into
    the combat tables of the character. This is not the case with peaceful proficiencies.

    All peaceful proficiencies have a base number for success, listed under the description of the proficiency. This number is identical to the
    to hit roll of combat--this number or greater must be rolled on 1d20 to successfully use the proficiency. This
    number never improves simply because the character improves in level. However, the character can choose to
    improve his skill in a peaceful proficiency by spending additional proficiency slots on the skill, once the
    character advances to second level or beyond. Each additional slot spent on the proficiency adds + 1 to the
    character's die roll when using the proficiency. There is no limit to the number of proficiency slots that can be
    spent on a single peaceful proficiency, although the chance of success after all modifiers can never be less than
    a 3 on 1d20.

    Finally, the character may obtain magical items that increase a peaceful proficiency.
    These items are only useful if the character already knows that proficiency.
    If he does, the magical item improves the character's ability in that proficiency according to the description of the item.

    For example, the samurai Torimatsu Akimori decides to learn the peaceful proficiency of calligraphy.
    This is a Court Proficiency and is thus available to Akimori, since he is a samurai character. At first level he
    spends the required two proficiency slots to gain calligraphy. The base chance of success with calligraphy is 17.
    At third level, Akimori decides to increase his calligraphy skill and spends an additional proficiency slot. This
    makes his chance of success 16 (since he is now + 1 on the die roll). At fourth level, in preparation for a major
    court contest, he decides to improve it again, spending two proficiency slots. His chance of success is now 14,
    as he is now + 3 on the die roll.

    Q: The rules say that the chance to
    perform a peaceful skill ?can never
    be less than a 3 on 1d20? (page 52).
    Does this mean that a character
    must roll under the number given
    for the proficiency in order to succeed?
    How does a charter get bonuses
    to his roll? Do high ability
    scores help? How can a character
    ever roll more than a 20 on 1d20?
    A: The character must roll the number
    listed or better on 1d20. Three is the lowest
    adjusted chance for success. That is, no
    matter how good the character is, he will
    always fail on a roll of 1 or 2. Scores
    greater than 20 can be achieved by adding
    bonuses from extra slots spent in the
    proficiency (see page 52) or from a magical
    item (or both). Ability modifiers do not
    apply to peaceful skills.
    (151.9)

    Optional Peaceful Proficiency Bonuses

    If the DM desires, he can award one-time bonuses to a character's proficiency in a peaceful skill based
    on the actions of the player, not the character. If the player can provide an example of the skill (a piece of
    Chinese or Japanese poetry) that fits the situation, the DM can chose to award a bonus of + 1. If the player can
    actually perform the skill (write a haiku, etc.), the DM can allow a bonus of + 2. This is strictly an optional rule.
    DMs and players who wish to use this must find their own information about the styles and forms of various
    peaceful arts used in the Orient.

    Success and Failure

    For the majority of peaceful proficiencies, there is no clear-cut success or failure.
    Once a character knows a peaceful proficiency, it is assumed that he can use that proficiency correctly, no matter what his die roll may be.
    Once a character learns agriculture, he knows how to raise plants and does not check to see if he remembers correctly how to farm each time he does so.
    Likewise, a carpenter does not fail to build a house simply because the die roll was bad.
    He still manages to build the house.
    In normal cases, the die roll for success and failure is not even required.

    However, there are times when the quality of the work done is as important as getting the work done.
    In these cases, the die is rolled and compared to the character's base chance of success.
    If the die roll is equal to or higher than the base chance of success, the character has done superior work.
    If the die roll is lower, the work is of average quality (or below average on an exceptionally bad die role.
    Thus the farmer may have an exceptionally good harvest, an average harvest, or a poor harvest.
    The carpenter may build a particularly beautiful and well-designed house or one that is drafty and leaks badly.
    In these cases and others, the chance of success determines the overall quality of the work.

    In some proficiencies, such as weapon-smith or armorer, there is a clear-cut success or failure.
    The character's effort may be botched badly, making the item unusable for its purpose.
    Peaceful proficiencies where a die roll must always be made are noted on the Proficiency Tables.

    Contests

    Contests in peaceful proficiencies are a regular feature of life in the world described in Oriental Adventures.
    They are tests of skill in the noncombat arts characters are expected to know. Victors of such
    contests gain honor and experience for their skill, while those defeated lose honor. The outcome of contests can
    greatly affect a character's social position.

    Formal contests occur most often at the court or noble households. These are announced in advance,
    giving all the participants time to prepare. Often a specific subject matter is chosen, in which case the
    participants bring a finished work on that subject. Sometimes, no subject is given and the contest is a test of the
    improvisational abilities of the participants. Characters are not required to attend, but those seeking the favor of
    their lord or some type of political position seldom miss a chance to appear at court. Indeed, those who do not
    attend suffer a small loss of honor. Of course, circumstances can make attendance impossible and therefore may
    prevent a loss of honor.

    Contests can also be impromptu events that occur whenever a group of nobles gather. For example,
    characters who gather to watch a particularly beautiful moonrise may suddenly be asked by their host to
    compose a poem about the event. This would be considered a contest, although since it is informal, the gains
    and losses of honor are less than for a formal affair. Characters will find they need to be prepared for any event.
    To determine the victor of a contest, each character involved rolls 1 d20 and compares the result to his
    chance of success. If the die roll is failure, the character is out of the contest (and has lost). This is repeated until
    there is only one remaining contestant, who is declared the winner. If all entrants fail the first die roll, the
    contest is deemed to be inauspicious (perhaps being held on an unlucky day, etc.) and there is no winner. In this
    case, no honor bonuses or penalties are awarded to any character. The exact amount of honor and experience
    gained for a contest is detailed under these sections.

    The experience gained for winning an informal contest is 50 times the host's level; the experience is 100
    times the host's level for winning a formal contest.

    Proficiency Tables

    In Tables 58-61, Proficiency slots required lists the number of proficiency slots that must be used to
    initially gain that proficiency. Thereafter, increasing a character's skill in a given proficiency requires only one
    proficiency slot, regardless of the number required to initially gain the proficiency.

    Artisan Proficiencies

    Table 58: ARTISAN PROFICIENCIES
    Proficiency Proficiency Slots 
    Required
    Base Chance of 
    success
    Armorer * 2 16  a
    Blacksmith 1 14
    Bowyer * 1 15  a
    Brewer 1 16
    Carpenter 1 15
    Civil engineer 2 18
    Herbalist * 2 17  a
    Jeweler 2 16
    Masseur 1 14
    Navigator  * 1 12  a
    Paper-maker 1 18
    Potter 1 16
    Seamstress/Tailor 1 17
    Silk maker 1 19
    Stonemason 1 16
    Tanner/Leatherworker 1 15
    Weaponsmith 3 17  a
    Weaver 1 15

    *    Further explanation of this proficiency is given in the text.
    The use and function of other proficiencies is self-explanatory.

    a    This proficiency requires a die roll to determine success.

    Armorer (2, 16, a)

    Bowyer (1, 15, a):

    Herbalist (2, 17 a):

    Navigator (1, 12): The character has learned the art of navigating by the stars, studying currents and watching
    for tell-tale signs of land, reefs, and hidden danger. This is not a particularly effective skill on land. At sea, a
    successful die roll by the navigator reduces the chance of getting lost by 20%.

    Weaponsmith :(3, 17, a)
     
     

    Barbarian Proficiencies

    Table 59: BARBARIAN PROFICIENCIES
    Proficiency Proficiency Slots 
    Required
    Base Chance of 
    success
    Chanting 1 15
    Fire building * 1 8  a
    Running * 1 16  a
    Signaling * 1 12  a
    Snare building * 1 14  a
    Sound imitation * 2 16  a
    Survival * 2 15
    Tracking * 3 17  a

    *    Further explanation of this proficiency is given in the text.
    The use and function of other proficiencies is self-explanatory.

    a    This proficiency requires a die roll to determine success.

    Fire Building (1, 16 a): On a successful die roll, the character can start a fire, given a few pieces of dry wood and
    some tinder. The process takes 30 minutes.

    Running (1, 16 a) +

    Signaling (1, 12 a): The character can use the method of long-distance signaling commonly used by his tribe
    (drums, mirrors, smoke, etc.) and understands the import of the various messages. This is essentially another
    language, although the messages are simple and limited to war, etc. A successful roll indicates the message was
    received and understood.

    Snare building (1, 14 a): This allows the character to prepare deadfalls, rope snares, pit traps, and the like for
    creatures up to large and even very large sizes.

    Sound Imitation (2, 16 a): The character can mimic various creatures of his native land-bird calls, seal barks,
    and other natural animal sounds. These can be used for signaling, distraction, etc. A successful roll indicates the
    imitation is good enough to fool other animals and those skilled in sound imitation.

    Survival (2, 15): The barbarian is skilled at finding food, shelter, and water in
    the territories of his homeland and other areas of similar terrain. The barbarian
    is always able to find enough for his own needs. A sucessful roll
    indicates the barbarian has done well enough to provide for others in his
    party. The food found is not large game (which comes under hunting) but
    berries, bark, roots, grubs, small animals, etc.

    Tracking (3, 17 a): The character is an accomplished tracker. Conditions modify the base chance of success as
    follows:

    Terrain: (only one condition applies)
    Soft or muddy ground +4
    Occasional signs of passage +2
    Normal earth 0
    Hard rocky ground, water -10
    Well thought-out efforts to hide the trail reduces the terrain category to the next worse class.
    If already at -10 the attempt to track automatically fails.

    Other Modifiers: (use if they apply)
    For each two <2> creatures in the group tracked beyond the first +1
    For every 12 hours since the trail was made -1
    For every hour of rain (or snow) -5
    Poor illumination (moonlight, etc.) -6

    The tracker moves at the following movement rates when tracking:
    Chance to Track Movement Rate
    1-6 1/4 normal
    7-14 1/2 normal
    14 or greater 3/4 normal

    In addition, the tracker can identify the creature that made the trail and the direction of movement, if he
    is familiar with that type of creature (barbarians are considered to automatically know the common creatures of
    their homeland). To be familiar with unusual creatures or monsters, the character must have encountered that
    creature at least once before.

    Some creatures do not leave trails. They may fly or have incorporeal bodies. Obviously, these creatures
    cannot be tracked.

    Normally, the AD&D game rules use a percentile system to determine tracking. In cases where a
    creature reduces its ability to be tracked by percentage points, each 5% equals one point off the tracking ability
    given above. Thus, a creature which is 20% harder to track than normal would be -4 on the die.

    Common Proficiencies

    Table 60: COMMON PROFICIENCIES
    Proficiency Proficiency Slots 
    Required
    Base Chance of 
    success
    Agriculture 1 15
    Animal handling * 2 14  a
    Cooking 1 16
    Dance 1 17
    Fishing * 1 14
    Gaming * 1 16  a
    Horsemanship 1 18  a
    Hunting * 1 16  a
    Husbandry 1 14
    Iaijutsu 1 -
    Juggling 1 13  a
    Music 1 17
    Reading/writing * 1 10
    Sailing craft * 1 15
    Singing 1 17
    Small water craft 1 13
    Swimming 1 10  a

    *    Further explanation of this proficiency is given in the text.
    The use and function of other proficiencies is self-explanatory.

    a    This proficiency requires a die roll to determine success.

    Animal Handling (2, 14 a): Characters trained in animal handling are skilled in the care, taming, and training of
    animals. This includes dogs, wild cats, small birds, and other animals commonly trained for work or
    amusement. This proficiency does not include training birds for the hunt, as this requires specialized skills.
    Wild animals can be tamed only when they are young. Taming requires one month of work with the
    creature (although the character can also undertake other activities during this time). At the end of the month, a
    die roll is made. If it is passed, the creature is tamed and suitable for training. If the die roll fails, the creature
    still retains enough of its wild behavior to make it unsuitable for training. Such creatures can still be kept,
    although they have to be constantly caged or chained.
    Tame creatures can be trained to perform simple tasks-fetching, hunting for their master, herding sheep,
    etc. Each task takes from 2d6 weeks of training. Again, the character can engage in other activities during this
    time. Furthermore, the DM can rule that the training takes a greater than normal time if he feels the task is
    difficult of can divide the task into several smaller tasks. At the end of the training, the success is checked for. If
    the attempt is a failure, the creature cannot be trained in that task. Each creature can learn 2d4 different tasks.
    Once trained, the creature must be regularly exercised in those tasks it knows, using them at least once a week.
    Failure to do so results in the creature losing the ability to do that task.

    Fishing (1, 14): The character is skilled in fishing with hook and line and nets. Every day spent fishing, the
    character catches enough to feed himself. On a successful die roll, the character also catch enough other fish to
    feed 1d6 others if using hook and line or 1d20 others if using a net.

    Gaming (1, 16 a): The character enjoys and can play most forms of games, including go, dicing, shoji, and other
    entertainments of the noble class. A die roll for success is made to determine if the character wins the game or
    not (as if in a contest). In addition, the character can also attempt to cheat on games of chance, improving his
    odds by + 1 on the die roll. Again, a die roll must be made to see if the character is successful. If the die roll is
    1-4, the character has been caught cheating (even if he wins the game).

    Horsemanship (1, 18 a) +

    Hunting (1, 16 a) +

    Iaijutsu (1, -):

    Although this is a skill learned and used with a weapon and not a peaceful proficiency, it is
    one that can be learned by anyone willing to devote the time and effort. laijutsu is the art of fast drawing a
    melee weapon--unsheathing and sheathing it with blinding SPEED. Characters with weapon specialization in a
    melee weapon automatically learn laijutsu for that type of weapon. However, laijutsu can also be learned
    separately for weapons the character is not specialized in. Upon selecting this proficiency, the player must state
    what weapon it applies to. The weapon must be specific, not a general class. Thereafter, the character can
    change to or from that weapon without penalty (changing a weapon normally requires one round) and under
    certain situations (as explained in the Combat section of this book) has a better chance of surprising the
    opponent.

    Q: What is the initiative modifier for
    a character who knows iaijutsu?
    A: There is none. The character simply has
    the ability to draw or change the weapon
    at no penalty. The character also has a
    better chance to surprise opponents under
    certain circumstances. See Oriental Adventures,
    page 99.
    (151.58)

    Reading/Writing (1, 10): The character can choose to learn to read && write any language of those available
    in the campaign. The restrictions on the number of languages the character can read and write are the same as
    for learning to speak a language. This proficiency does not give the character the ability to speak the language
    and it is possible to read && write a language the character cannot speak.

    Sailing craft (1, 15): The character is skilled and knowing of sea-going vessels. These include junks, sampans,
    and ships. He can serve as a sailor on these. This does not give the character the ability to navigate.

    Small water craft (1, 13): +

    Swimming (1, 10 a):

    Court Proficiencies

    Table 61: COURT PROFICIENCIES
    Proficiency Proficiency Slots 
    Required
    Base Chance of 
    success
    Calligraphy * 2 18
    Etiquette * 1 16  a
    Falconry * 2 17  a
    Flower arranging 1 15
    Heraldry * 1 12  a
    Landscape gardening 1 16
    Noh * 1 17
    Origami 1 14
    Painting 1 19
    Poetry 1 19
    Religion * 1 12
    Tea ceremony * 2 15

    *    Further explanation of this proficiency is given in the text.
    The use and function of other proficiencies is self-explanatory.

    a    This proficiency requires a die roll to determine success.

    Calligraphy (2, 18) +

    Etiquette
     (1, 16 a):

    Falconry (2, 17 a):

    Heraldry (1, 12 a):

    Noh (1, 17): Noh is a type of drama performed in some lands of Kara-Tur. It combines speech, singing, and
    dance in a single performance. There are a great number of noh plays, mostly dealing with historical subjects.
    These plays are very exacting and stylized. Each move and word is meant to be done in a specific way, each
    costume represents a specific person, etc. Mastering the art of noh requires the character to learn the parts,
    movements, and rituals associated with the drama, to perform them correctly, demonstrate grace and beauty,
    and provide an individual interpretation of the play within the restrictions of the form. Noh masters are highly
    prized, often being requested to perform for important nobles.

    Religion (1, 12): A character with religion proficiency knows the basic tenets and teachings of religions
    common to the land. He can to use this skill to identify religious artifacts, scriptures, or anything else related to
    religion.

    Tea ceremony (2, 15):
     

        by Zeb the Destroyer


    Mr. Awesome wrote:
    Heya, Gary.

    A  few quick questions: Did you have anything to do with the non-weapon proficiencies in Oriental Adventures or were those David Cook's?

    "those were all from Zeb the Destroyer "

    - Gary Gygax
     
     

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