Non Weapon Proficiencies
Proficiency Descriptions

Wilderness Survival Guide

Alertness: A character with this proficiency is able to instinctively notice and recognize signs of a disturbance in the immediate vicinity, reducing by 1 in 6 the character’s chance of being surprised whenever he makes a successful Proficiency Check. Assuming that he is able to communicate his information to others in the party, their chance of being surprised is also reduced by that amount.

Animal Handling: Proficiency in this area enables a character to exercise a greater-than-normal degree of control over pack animals and beasts of burden. A successful Proficiency Check indicates that the character has succeeded in calming an excited or agitated animal; in contrast, a character without this proficiency
has only a 20% chance of succeeding in the attempt (see the section on Mounts and Beasts of Burden).

Animal Lore: This proficiency represents the ability to interpret the sounds and behavior of animals and thereby anticipate some impending threat or danger. This threat or danger may take many forms: a storm that is brewing, the approach of some large predator (perhaps the approach of the party itself, from the viewpoint of the animals), a forest fire, a volcano about to erupt, an earthquake about to occur, and so forth. A successful Proficiency Check indicates correct interpretation of the impending threat. If the modified die roll indicates a proficiency Check that is failed by 4 or less, no information will be gained. If the Proficiency Check is failed by 5 or more, some sort of incorrect information will be obtained, either involving a mistake in the direction from which the threat is approaching or a mistake in identifying the nature of the danger.

Blind-fighting: A character with this proficiency is less hampered by the absence of daylight than are characters who do not possess this skill. His penalty on attack and damage rolls in total darkness is only -2 instead of -4; in natural darkness, his penalty is only - 1 instead of -3; and in any conditions of brighter illumination he suffers no penalties. (See the text on “Fighting in Poor Visibility” in the section on Combat Rules for Wilderness Play.) A character with proficiency in blind-fighting suffers no penalty to armor class because of lack of illumination (he is just as hard to hit as he would be in daylight), and he retains special abilities and other proficiencies that would otherwise be lost in darkness. For instance, a character with blind-fighting proficiency and proficiency in direction sense would still be able to find his way around during a long journey in the dark (assuming that the Proficiency Check for direction sense is successful); a character with proficiency in tracking and in blind-fighting would still be able to follow a trail in total or natural darkness. This proficiency also reduces the character’s chance of stumbling or falling over an obstacle in his path during total or natural darkness, the chance of tumbling into a pit or over a cliff, and the chance of slipping and falling while climbing. In all such cases, the chance of an adverse occurrence is half that of a character without this proficiency. Exceptions: Proficiency in blind-fighting does not impart the ability to see across long distances in the dark; the improved visual acuity granted by this skill only pertains to short-range uses of vision such as for tracking, in melee combat, and in the use of the fire-building proficiency. It does not enable the character to see out to the maximum range of visibility that would otherwise apply in daylight conditions, or to perform any skill or function that necessarily involves long-range vision.

Boating: If a character with this proficiency is piloting a boat, canoe, or other waterborne vessel, it can be moved at its fastest possible rate. Also, the presence of such a character reduces the chance of the craft capsizing in rough water or when it is on a body of water during high winds. For details on how the boating proficiency applies, see the text on “Movement in Waterborne Vehicles” in the section on Encumbrance and Movement.

Charioteering: A character with proficiency in this skill is able to safely guide a chariot over any type of terrain that can normally be negotiated at a rate one-third faster than the normal movement rate for a character without this proficiency. For the move￾ment rates of chariots being drawn by animals, see the text on “Movement of Land-based Vehicles” in the section on Encumbrance and Movement. Note that this proficiency does not impart the ability to move a chariot over terrain that it cannot traverse; even the best charioteer in the world cannot take such a vehicle into the mountains.

Direction Sense: Any group containing at least one character with proficiency in direction sense has a reduced chance of becoming lost or disoriented in any type of terrain. A Proficiency Check is required whenever the Dungeon Master determines that the group has a chance of becoming lost or disoriented, and this die roll is always made by the Dungeon Master in secret. The check is made with a die roll modifier of +4 if the group is in total darkness, or +2 in conditions of partial darkness. Success indicates that the group has no chance of straying from its intended path or losing its sense of direction. If the check is unsuccessful but less than 20, the character has incorrectly sensed direction by an error of 90 degrees to the left or right (DM’s decision). If the Proficiency Check is a 20, the character determines a direction that is exactly the opposite of the intended path. If a group includes more than one character with this proficiency, the Dungeon Master should make a Proficiency Check for each such character. If each character determines that a different direction is the one desired, then the party will have to decide among themselves which character’s sense is to be trusted. If more than one character makes the same determination, it is likely that both of their Proficiency Checks have succeeded - but it is also possible that they have both made the same error.

Endurance: A character with endurance proficiency is able to perform continual strenuous physical activity for twice as long as a normal character can before becoming subject to the effects of fatigue and exhaustion. Note that this proficiency does not en￾able a character to extend the length of time that he can remain unaffected by a lack of food andlor water.

Fire-building: If a character with this skill makes a successful Proficiency Check, he can start a fire without the use of flint and steel or a tinderbox. If such a character does have the above mentioned equipment, the time needed to start a fire is half as long as it would be for a character without this proficiency. For more information on building and maintaining fires, see the section on Camping and Campfires.

Fishing: A character with proficiency in this skill is generally more successful at netting or hooking a substantial catch. See the text on “Fishing” in the section on Food and Water for details on how to determine the success of a fishing attempt.

Foraging: Similar to the fishing proficiency, this skill enables a character to locate and obtain edible plants more easily than a normal character can. A successful Proficiency Check indicates that twice as much food is obtained than a normal character would be able to obtain in the same length of time, or that the time needed to obtain a certain amount of food is half as long as a normal character would need to get the same results. See the section on Food and Water for details on how to determine the success of a foraging attempt.

Healing: A character with this proficiency knows how to use substances found in the wilderness to aid a wounded or ill character or creature, and also has some knowledge of “doctoring” techniques that can accelerate the healing of wounds. If a character with healing proficiency tends to a wounded char￾acter within one round after a wound has been inflicted, and makes a successful Proficiency Check, his ministrations will cause the immediate restoration of a maximum of ld3 hit points to the victim. No more hit points can be restored than were lost in the round preceding the application of treatment; if a wound caused only 1 or 2 hit points of damage, then only 1 or 2 hit points can be restored regardless of the result of the die roll. If a wounded character remains under the care of someone with healing proficiency, he can recover lost hit points at the rate of 1 point per day even while traveling or engaging in nonstrenuous activity. If the wounded character rests while he is be￾ing cared for, he can recover two hit points per day instead of the one point that is normally allowed. This “continuous care” aspect of the healing proficiency does not require a Proficiency Check, and is assumed to be benefitting the wounded character as long as the patient and the healer remain in the same group. However, this skill cannot be used on more than one character during the same day. A character with healing proficiency can attempt to aid a char￾acter or creature who has been poisoned by venom entering his body through a wound. If the victim can be ministered to immediately (beginning in the same round that the poisoning occurs), then his saving throw versus poison is taken at a +2 bonus. No Proficiency Check is required to exercise this ability. However, the bonus to the saving throw can only be retained if the victim remains at complete rest for one turn thereafter, and if the healing character continues to aid the victim for at least five rounds following the round in which the poisoning took place. If either of these time requirements is not met, the victim must make another saving throw versus poison, with no bonus, and abide by the re￾sult of that roll. Note that unless someone in the party has proficiency in animal handling, it may be fruitless to try to aid (for instance) a horse that has been poisoned, since it is unlikely that anyone will be able to keep the animal calm and resting for one turn.

A character with healing proficiency can also attempt to help a character who has been taken ill, either by a disease occurring because of the condition of the character or the environment or by a disease resulting from parasitic infestation (see pages 13- 14, Dungeon Masters Guide, for a discussion of both types of dis￾ease). If the healing character begins tending to the victim within three turns of the onset of symptoms, and if that character makes a successful Proficiency Check, then the severity of the disease will be one step lower than indicated by the die roll (terminal becomes severe, or severe becomes mild). If the severity of the disease was already determined to be mild, then the disease will run its course in half the time that would have been required otherwise. These benefits will only continue to apply to the diseased character as long as he receives aid from the healing character at least twice per day, at regular intervals, until the disease runs its course. If two of these “medicine sessions” are missed consecutively, or if a total of three of them are missed during the duration of the disease, then the illness reverts to the level of severity that was originally indicated. Note that in order for a character to be able to exercise his proficiency in healing, he must possess or have immediate access to any necessary materials or substances. See the section on First Aid and Medicine for details on the availability of medical equipment and medicinal substances.

Hunting: Similar in effect to the proficiencies of fishing and for￾aging (see above), the hunting proficiency enables a character to locate and kill wild game for food more easily than a normal character can. The best chance for success at hunting is afforded when the hunter goes out by himself. For every additional character in the hunting party, the hunter’s Proficiency Check die roll is modified upward cumulatively according to the number of characters accompanying him: + 1 for one additional character, +3 for two additional, +6 for three, + 10 for four, and + 15 for five. Obviously, a hunting Proficiency Check will automatically fail (and thus need not be made) whenever a hunting party contains six or more members in addition to the hunter. This cumulative penalty applies even when other characters with hunting proficiency are in the hunting party. See the section on Food and Water for details on how to determine the success of a hunting attempt.

Mountaineering: This proficiency allows a character to ascend steep, rocky terrain by using spikes that he drives into cracks in the rock face, thereby being able to negotiate a surface that is not normally able to be climbed. A character with this proficiency also gains other benefits as described in the text on Climbing in the section on Encumbrance and Movement.

Plant Lore: A character with proficiency in this skill is able to more easily locate and positively identify plant life that is useful for some purpose other than its food value, such as plants.that have medicinal use. If some medicinal plant is found and a Proficiency Check succeeds, then the plant will certainly be the correct sort (no chance of misidentification). See the section on Medicine and First Aid for details on how to determine the success of a search for a certain medicinal plant.

Riding, Airborne: A character with this proficiency is especially skilled in the riding and handling of a flying mount. When this proficiency is selected, the player must indicate what type of mount it pertains to, according to the categories of flying mounts given in the section on Encumbrance and Movement. The player may se￾lect this proficiency more than once if he desires his character to have skill in handling more than one type of aerial mount. A character with proficiency in airborne riding can perform all of the following feats, some of them automatically and others re￾quiring a Proficiency Check to determine success.

1) The character can leap onto the back or neck of his mount whenever the creature is at rest on the ground, or can drop onto his mount from a distance of no more than 10 feet above the mount without causing damage either to himself or to the mount. The former maneuver can be performed even if the character is wearing armor. However, the second maneuver cannot succeed if the character is wearing armor heavier than leather; in such a case, the character will suffer falling damage and his mount will panic (and perhaps also suffer incidental damage from the impact). Accomplishing either of these feats does not require a Proficiency Check, but the character must make a successful Proficiency Check if he intends to get the mount airborne during the same segment in which he landed. A successful Proficiency Check is also required if the character attempts to drop from above and land on the neck or back of a mount that is hovering a short distance off the ground. Failure on this check indicates either that the mount was driven to the ground by the impact (possibly causing it to suffer damage), or that the character’s leap was ill-timed and he ended up on the ground.

2) The character can spur his mount on to greater speeds, adding 1“ to the mount’s flying movement rate for as many as four consecutive turns. A successful Proficiency Check is required at the beginning of each turn in which this extra speed is desired. If the initial check fails, no more attempts can be made until at least three turns have passed, but the mount can still be made to move at its normal maximum movement rate. If the second or a later check fails, the mount has become fatigued from overexertion. It will immediately slow to 2/3 of its normal maximum movement rate and will perform as if it were one Maneuverability Class worse than it actually is. These conditions will persist until the mount is allowed to land and is given at least two turns to regain its strength. If the mount is successfully pushed to greater speeds for four consecutive turns, it will slow and become less maneuverable as described above and must be landed and rested before its normal levels of ability can be regained.

3) The character can guide his mount with his knees or feet, leaving his hands free for the use of weapons or equipment that requires two hands. A Proficiency Check is not necessary to accomplish this feat unless the rider takes damage; in such a case, a check must be made. Failure indicates either that the character drops what he was holding and clutches his mount to keep from falling off (if the damage is slight), or that he is knocked off the mount and falls (if the damage is more than slight). Note that with some mounts of exceptionally large size, it may be prudent or necessary for a rider to use some sort of harness or series of straps to keep himself securely positioned on the mount. When a harness is being used, this aspect of the riding proficiency does not apply - but it may prove perilous to be strapped to a mount that has taken damage and is plummeting toward the ground.

4) If his mount is hovering, the character can leap from the back of his mount to the ground from a height of 10 feet or less and, in the same round, make a melee attack against any character or creature within 10 feet of where he landed. This is a risky maneuver, requiring the character to make a successful Proficiency Check with a +4 modifier to the die roll. Failing this check indicates that the character lands in a heap, suffers ld3 points of damage, and has a -4 penalty to armor class for any melee at￾tacks directed against him in the current round.

Riding, Land-based: This proficiency is essentially the same as the riding proficiency described on page 28 of Dungeoneer’s Survival Guide. A player choosing this proficiency for his character must specify the type of mount to which it applies. More than one proficiency in land-based riding may be taken if the player desires his character to be skilled in handling and riding more than one type of mount. A character with land-based riding proficiency can perform all of the following feats, some of them automatically and others requiring a Proficiency Check for success.

1) The character can vault into a saddle or onto the back of a mount whenever the mount is standing still, even if the character is wearing armor. A successful Proficiency Check is required if the character vaults into the saddle and then tries to get the mount moving during the same segment in which he landed on its back. The character can vault onto a moving mount by making a successful Proficiency Check. Failure indicates that the character falls to the ground, but he does not suffer any damage as a result.

2) The character can urge his mount to jump tall obstacles or leap across gaps. No check is required if the obstacle is less than three feet tall, or the gap is less than 12 feet wide. If the character makes a Proficiency Check, the mount can be urged to leap obstacles up to seven feet high, or clear gaps of as much as 30 feet in width. Success means that the mount makes the leap. Failure indicates that the mount balks (stops suddenly just in front of the obstacle), and another Proficiency Check is required to determine whether the character keeps his seat or falls to the ground.

3) The character can spur his mount on to great speeds, adding 1” per round to the animal’s maximum movement rate for up to four turns. A Proficiency Check is required at the beginning of each turn in order to accomplish this feat. If the initial check fails, no further attempt of this sort can be made until at least three turns have passed, but the mount can still move at its maximum rate. If the second or a later check fails, the mount immediately slows to a walk, and the character must dismount and lead the animal for a turn. In any event, after four turns of racing the steed must be walked by its dismounted rider for a turn.

4) The character can guide his mount with his knees, allowing him to use equipment and weapons that require both hands to wield. This feat does not require a Proficiency Check unless the character takes damage while riding in this fashion. In this case, a check is required; failure means that the character falls to the ground and takes an additional ld6 points of damage.

5) The character can drop down and hang alongside the mount, using it as a shield against attack. No Proficiency Check is required to accomplish this feat, and it can be performed while the mount is moving at full speed. However, the character cannot be wearing any armor heavier than leather, and he cannot make any attacks while in the shielded position. The character receives a bonus of 6 steps to his armor class (10 becomes 4,8 becomes 2, etc.) while in the shielded position against attacks coming from the direction he is shielded from. However, any attacks directed against the mount and rider that would have struck the character’s armor class under normal circumstances are considered to have struck the mount instead of the rider.

6) The character can leap from the back of his mount to the ground and make a melee attack, in the same round, against any character or creature within 10 feet of where he landed. However, this is a risky maneuver; the character must make a successful Proficiency Check with a +4 modifier to the die roll. Failure indicates that the character lands in a heap, suffers 1d3 points of damage, and must take 1-3 segments to get to his feet. If he is attacked before regaining an upright position, the opponent’s at￾tack is made at +2 to hit because of the character’s vulnerable position.

Rope Use: A character with this proficiency has extraordinary knowledge in the use of rope, pertaining especially to the tying and releasing of knots. If the construction of a temporary shelter involves the use of rope (which is almost always the case), a character with proficiency in rope use can erect or take down the shelter in half the length of time that a normal character would require. Such a shelter erected by a character with this proficiency is half as likely to be adversely affected by inclement weather (high winds, heavy rain or snow) as a shelter erected by a normal character. See the section on Camping and Campfires for details on the effects of weather conditions upon a temporary shelter. If a proficient character has his hands bound and tied with a rope or a cord, he can escape the bonds by making a successful Proficiency Check. This check is made with a +3 modifier to the die roll if the character’s hands are tied in front of his body, or with a +6 modifier if the character’s hands are tied behind his back. A character with proficiency in rope use gains +2 to hit on all attacks made with a lasso. He also receives a 10% bonus on all Climbing Checks made while he is using a rope, including at￾tempts to belay companions. See the section on Climbing for de￾tails on how to determine the success of a climbing attempt.

Running: This proficiency takes two forms: sprinting and distance running. Either skill can be employed separately, but both cannot be used at the same time. Proficiency in running is most often found in characters who were raised or have spent a considerable amount of time in a high-altitude environment, although other characters are capable of training themselves to acquire these skills. Sprinting is the ability to move at high speed on foot for a relatively short period of time. A proficient character who is not encumbered and is not wearing armor heavier than leather can run at twice his normal maximum movement rate for five rounds, or one and one-half times as fast as normal (round up to the nearest whole number) for one turn, whichever is chosen by the character. Extended sprinting is possible if the character makes a series of Proficiency Checks, one per round beginning when the above mentioned time limit expires. Each Proficiency Check after the first one is made with a cumulative modifier of +3 to the die roll (+3 on round two, +6 on round three, etc.). Each successful Proficiency Check indicates that the character can keep sprinting for another round. One failed Proficiency Check indicates that the character has become fatigued. He can continue to sprint, but he runs the risk of becoming exhausted if he fails another Proficiency Check. A character can choose to stop sprinting at any time. If he is fatigued when he stops, he will remain fatigued and is still subject to becoming exhausted if he performs any other strenuous activity. If he becomes exhausted, he must stop sprinting immediately and will remain exhausted until he has recovered. If a character stops sprinting before becoming fatigued, he can continue to move at his normal maximum rate for two turns and then begin sprinting again. If he slows to one-half his normal maximum rate, he can begin sprinting again in one turn. Distance running is the ability to move at normal running speed for longer than a normal character can, without risk￾ing adverse effects. For the purpose of the rules governing fatigue and exhaustion, running is not considered a particularly strenuous activity for a character with this proficiency. All the time limits given for the fatigue rules in the section on Fatigue and Exhaustion are either doubled or halved (in favor of the character) for a character with running proficiency who is engaging in a long-distance run. For instance: A character with running proficiency can avoid the effects of fatigue by resting for one turn after exerting himself for eight turns. If a character spends twelve turns in long-distance running (without one turn of rest), the player must make a Constitution Check. If that check is successful and he continues to run for ten more turns, an￾other check is required, and so on. This alteration of the time requirements does not apply if the character becomes fatigued or exhausted. Also, the benefits of this aspect of the running proficiency are negated if the character stops in the middle of a long-distance run to engage in any other type of strenuous activity (such as fighting or climbing). In such a case, the character must immediately begin to abide by the standard rules governing fatigue and exhaustion, as if he had just begun to perform strenuous activity.

Survival, Cold: A character with this proficiency is more resistant to the adverse effects of a cold climate. For this character, the effective temperature is considered to be 20 degrees warmer than it is for a character without this proficiency. This proficiency only applies when the effective temperature is 30 degrees or lower.

Survival, Desert: A character with this proficiency is more easily able to anticipate or avoid the hazards of a desert environment. His chance of locating a water hole on any given day is twice as great as that of a normal character - perhaps the single most important aspect of this skill. This proficiency also includes foraging skill; the character can locate a certain quantity of edible plants in half the time it takes for a normal character to obtain the same quantity. At the Dungeon Master’s discretion, other advantages may be afforded to a character with desert survival skills and to the other members of his party. For instance, a proficient character may be able to better endure a long stretch of time when no fresh water is available - not because he can go without water for longer than anyone else, but because he knows how to con￾serve his supply.

Survival, Heat: A character with this proficiency is more resistant to the adverse effects of a hot climate. For this character, the effective temperature is considered to be 20 degrees cooler than it is for a character without this proficiency. This proficiency only applies when the effective temperature is 80 degrees or higher.

Swimming: This is something of a special case among the so called “normal” proficiencies (as opposed to something such as a survival skill, which might be called a “special” proficiency). A character without hunting proficiency still has a chance of being able to bring down some wild game for dinner; one without forag￾ing proficiency is still able to gather plants that he believes to be edible. But a character without swimming proficiency cannot swim at all. He can hold his breath under water, and under the right circumstances he can float at the top of a body of water, but he cannot move through the water under his own power. Rules governing the swimming proficiency are given in the section on Encumbrance and Movement.

Tracking: A character with this proficiency is able to follow the trail of a character or creature in the same fashion that a ranger can track (see Unearthed Arcana, page 21) - except that the base chance for success is half that of a ranger: 5% per level of the character, plus an additional 5%, up to a maximum of 55%. A character without proficiency in tracking has a base chance of 0% on any attempt to follow a trail, but may still be able to engage in tracking if the total of all applicable modifiers is a positive number.

Weather Sense: This proficiency enables a character to deter￾mine something about what the weather conditions will be in the place he is currently occupying during the coming six hours. A successful Proficiency Check indicates that the character cor￾rectly ascertains at least one general fact about the upcoming conditions: rain is on the way, rain is not on the way, it will get warmer, it will get cooler, conditions will remain basically the same, and so forth. The Dungeon Master always rolls Proficiency Checks for weather sense, and is not obliged to reveal the result of the attempt. The information gained from a successful check is whatever the Dungeon Master deems it appropriate for the character to know (and, of course, the information must be at least generally true). A failed check indicates that no definite informa￾tion is gained, or (at the Dungeon Master’s discretion) some incorrect information is obtained. This proficiency can only be used without penalty once in every 24-hour period. For every attempt beyond the first one on a given day, the Dungeon Master will attach a cumulative +2 modifier to the die roll (decreasing the chance that multiple Proficiency Checks during a single day will all succeed). Also, when a weather sense Proficiency Check is failed, any subsequent check in the next 12 hours will automatically fail. Sometimes, impending weather is so obvious that even a character without this proficiency will be able to tell what is going to happen. In such cases, the Dungeon Master should not require, or even acknowledge, an attempt for a Proficiency Check and should instead simply describe the conditions, which would be apparent to anyone who can see. For instance, anyone ought to know that “a mass of dark clouds on the horizon, moving toward you” is a pretty clear sign that a rainstorm is on the way.

Dungeoneer's Survival Guide
Craftsmen
Animal Trainer: A character with this proficiency must declare what type of creature he will specialize in at the time the proficiency is first gained. Common examples include horses, dogs,falcons, pigeons, or elephants. A character can select a more exotic species if he wishes. Any additional proficiency slots gained can be used to increase the character’s Proficiency Check modifier in the type of animal chosen, or can be used to add another type of animal that the character is able to train. The training of an animal for a typical role requires three months. An animal trainer can have up to six animals in training - at a given time. Typical roles include guarding and attack (for dogs), riding (for horses), and heavy labor (for elephants). Such training grants a +10 modifier to the character’s Proficiency Check at the end of the training period.  Animals that have been trained in their typical areas can occasionally be given additional training to increase the number of functions that they can perform. Such additional training requires another three months, and an animal trainer can work with no more than three animals during this type of training. Examples of additional training include training elephants, horses, or dogs for war, and training falcons to retrieve specific objects. The DM must decide the chance of success if a character attempts to train an animal to perform a task at the very limits of possibility. After the advanced training period is over, the character must make an unmodified Proficiency Check for each animal trained. Success means that the animal can perform the advanced tasks it has been taught.

Armorer: This character can make all of the types of armor listed in the Players Handbook and Unearthed Arcana tomes, given the proper materials and facilities. When making armor, the Proficiency Check is rolled at the end of the normal construction time.  The time required to make armor is equal to two weeks per level of AC below 10. For example, a shield would require two weeks of work, whereas a suit of full plate armor would require 18 weeks of work. If the Proficiency Check indicates a failure but is within four of the amount needed for success, the armorer has created usable, but flawed, armor. Such armor functions as one Armor Class worse than usual, although it looks like the armor it was intended to be. Only a character with armorer proficiency can detect the flaws, and this requires careful and detailed inspection. If the flawed armor is struck in melee combat with a natural die roll of 19 or 20, it breaks. The character’s AC immediately drops four additional classes (although never above lo), and the broken armor hampers the character’s movement. Until the character can remove the broken armor (a process requiring ld4 rounds), the character moves at 1/2 of his normal rate and suffers a -4 modifier on all of his attack rolls. If an armorer is creating a suit of field plate or full plate armor, the character who will use the armor must be present at least once a week during the creation of the armor, since such types of armor require very exact fittings.

Blacksmith: A character with blacksmith proficiency is capable of making tools and implements from iron. Use of the proficiency requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armor or most weapons, but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects. A blacksmith is also capable of making a limited collection of weapons, primarily hammers and maces. He can make a weapon provided that it does not have a sharp edge or sharp point.

Boatwright: The boatwright, or boatbuilding, proficiency allows a character to construct all sorts of watercraft, up to a maximum size of 60 feet long. Larger vessels require the skills of a character with shipbuilding proficiency, an area outside the province of underground exploration. The time period required to build a boat depends on its size. As a general guide, the boat requires one week of construction time per foot of length. Two characters with boatwright proficiency cut this time in half; three reduce it to one third, etc. A maximum of one boatwright per five-foot length of the boat can work on the vessel simultaneously. The basic boat includes the hull, masts, deck, and benches as required. Additional features such as a cabin or sealed hold add about a week apiece to the construction time. Characters without boatwright proficiency can aid the boatwright in construction, but it takes two such characters to equal the time savings that one additional skilled boatwright would provide.

Bowyer/Fletcher: This character can make bows and arrows of the types given in the Players Handbook weapons lists on pages 37 and 38. A weaponsmith is required to fashion arrowheads, but the bowyer/fletcher can perform all other necessary functions. The construction time for a long or short bow is one week; composite bows require two weeks; ld6 arrows can be made in one day. When the construction time for the weapon is completed, the player makes a Proficiency Check. If the check is successful, it means that the weapon is of fine quality and will sustain many years of normal use without breaking. If the check fails, the weapon is still usable, but has a limited lifespan: An arrow breaks on the first shot; a bow breaks if the character using it rolls an unmodified 1 on his d20 attack roll. Option: If a character wishes to create a weapon of truly fine quality and the DM allows it, the player can opt to use this alternate procedure for determining the success of his attempt. When the Proficiency Check is made, any failure means that the weapon is useless. However, a successful check means that the weapon enables the character to use Strength bonuses to attack rolls and damage. Additionally, if the Proficiency Check is a natural 20, the range of the bow or arrow is increased by +2" for all
range classes.

Carpenter: A character with carpenter proficiency is needed for the construction of wooden shelters, towers, barricades, and other structures. A single carpenter can build a wooden object the size of a 10-foot cube in a week. This time can be reduced by helpers, so that seven characters-only one of whom must be a carpenter-can build a 10-foot cubic structure in a day. One carpenter is needed for every nine non-carpenter workers.

Gem Cutter: A character with this proficiency can finish the rough gems that are discovered through mining at a rate of ldl0 stones per day. A gem cutter derives no benefit from the assistance of nonproficient characters. Every gem-cutter must work with a good light source, and needs an assortment of chisels, small hammers, and specially hardened blades.

Leatherworker: This proficiency allows a character to tan and treat leather, and to make clothing and other leather objects. The character can make leather armor, as well as backpacks, saddlebags, saddles, and all sorts of harnesses.

Miner: The uses of this proficiency are primarily described and expanded upon in the rules on mining (page 49). A character with this proficiency is needed to find a site for a mine, and to supervise the operations of the mine.

Potter: A character with this proficiency can create any type of clay vessel or container commonly used in the campaign world. The character requires a wheel and a kiln, as well as a supply of clay and glaze. The character can generally create two items of small or medium size, or one item of large size per day. Then the pieces of pottery must be fired in the kiln for an additional day. The raw materials involved cost three cp to make a small item, five cp to make a medium-sized item, and one sp to make a large item.

Smelter: The smelter proficiency is closely tied to the miner proficiency, since between them they provide all of the metal used in the campaign world. A character with this proficiency can operate a smelter, which is essentially an extremely hot forge. Using this forge and the occasional application of certain liquids, including water and acids, the smelter separates the metal from the rocky ore with which it is usually mined. The amount of ore that can be processed is more a function of the size of the smelter than the character's working rate. A small smelter can process ore as fast as four miners can produce it. A medium smelter can process the ore excavated by up to 20 miners. A large smelter can process the ore excavated by up to 100 miners. Because of the materials needed to operate it, a smelting operation costs money to maintain. This expense is in addition to the Proficiency Required Ability Modifier cost of the smelting equipment itself (listed on the new equipment tables). A small smelting operation costs five gp per day to operate; the cost of a medium smelting operation is 12 gp per day, and a large smelting operation costs 25 gp a day to run. The smelter only costs money when it is operating. Thus, it is common practice to collect a stockpile of ore before beginning to smelt it, so that the smelter can run at maximum efficiency until all the stockpiled ore has been processed.

Stonemason: A character with this proficiency is able to build structures from stone in such a fashion that they last for many years. The stones are often, but not always, mortared together. A stonemason equipped with chisels, hammers, wedges, and a block and tackle can build a section of wall one foot thick, 10 feet long, and five feet high in a day.

Weaponsmith: This highly specialized proficiency allows a character to perform the difficult and highly exacting work involved in the making of metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to work fine detail to create blades of strength and sharpness. The times required to make various types of weapons are listed on Table 12: Weapon Making, along with the approximate cost in materials to make one of the weapons listed. Players can gain estimates for the times required to make weapons that are not listed here by comparing them to listed weapons. When the construction of a weapon is completed, the player must make a Proficiency Check. If the check is successful, it means that the weapon created is of very fine quality and will last through many combats. If the check fails, the weapon is still usable, but has a limited lifespan. The weapon breaks and becomes useless if the character wielding it rolls an unmodified 1 on his d20 attack roll. Option: As with the bowyer proficiency, the character can attempt to create a weapon of truly fine quality at some risk if the DM is agreeable. An unsuccessful Proficiency Check means that the weapon is worthless, but a successful check means that a non-magical weapon has been created that inflicts + 1 damage on all successful attacks. If the unmodified Proficiency Check is a 20, the weapon also receives a + 1 bonus to all attack rolls.

Weaver: A character with weaving proficiency is able to create garments, tapestries, and draperies from wool or cotton. The character requires a spinning apparatus and a loom. A weaver can create two square yards of material per day.