Nonweapon Proficiencies

New proficiencies are described here, with additional information about dwarf proficiencies. Those not described are unchanged from the descriptions in the
Player's Handbook.

Alertness

A character with this proficiency is able to instinctively recognize signs of disturbance in the immediate vicinity. This gives a +1 bonus on the character's surprise rolls when he makes a successful proficiency check.

Animal Lore

The effectiveness of this proficiency varies according to the background of the dwarf. A dwarf who has lived his entire life underground knows little about animals living above ground, but he will be very knowledgeable about those underground. In this case, a dwarf gains a +1 modifier to his Intelligence when dealing with underground animals, but has no knowledge of surface creatures. A sundered dwarf who fears the underground may only have knowledge of above ground animals.

Dwarves with backgrounds of trade with other races or who live both below and above ground, may have normal animal lore proficiency with no modifiers, knowing both above and below-ground animals.

A character may imitate the calls and cries of animals as described in the
Player's Handbook.

Armorer

Dwarves are more adept at making armor than other races. Their armorers are the finest in any world and their special skills are carefully hidden from outsiders. They are capable of producing high quality armor very quickly. Instead of 2 weeks per level of AC below 10, a dwarf armorer requires only 12 weeks per point of AC below 10. While a human armorer takes 10 weeks to make a suit of chain mail, a dwarf armorer labors only 72 weeks (5 H 12).

The Complete Fighter's Handbook contains extensive rules about the use of the armorer proficiency and is recommended to any character interested in utilizing this proficiency to the fullest.

Astrology

Astrology is only available to dwarves who live on or near the surface of the world. Deep dwarves and others who do not have easy access to the surface do not have the astrology proficiency. In order to use astrology, you have to see the stars.

Blind-fighting

Blind-fighting is cheaper for dwarves; they only gain the benefit when fighting invisible opponents. Their inherent infravision allows them to fight effectively, even in total darkness.

Boating

A character with the boating proficiency is needed to guide a boat down a rapid stream and to reduce the danger of capsizing a canoe or kayak. He also assures the maximum speed of a boat.

This proficiency is distinct from Navigation and Seamanship, which apply to ships on oceans, seas, and large lakes.

Boatwright

The boatwright proficiency allows a character to construct all kinds of watercraft up to a maximum length of 60 feet. Larger vessels cannot be built.

The time required to build a boat depends on size. As a general guide, a boat requires one week of construction time per foot of length. Two characters with the boatwright proficiency cut this time by half; three reduce it to one-third. A maximum of one boatwright per 5 feet of length can work on the same vessel.

The basic boat includes hull, masts (if applicable), deck, and benches as required. Features such as a cabin or a sealed hold add about a week apiece to complete. Characters without the boatwright proficiency can aid the boatwright in construction, but two such characters equal the time savings that one additional skilled boatwright could provide.

Direction Sense

Dwarves receive a +2 bonus to their modifier when using their direction sense underground. They may use it above ground, but at a -2 penalty to Wisdom. Sundered dwarves should reverse these modifiers to reflect their fear of the underground.

Dwarf Runes

Dwarf runes are the basic dwarven alphabet and are taught to all young dwarves as a part of their basic education. Depending on the campaign background, runes may have been a gift from the gods, a creation of the dwarves themselves, or an altered form of some other written language. Dwarves will still claim runes to be an intrinsic part of their cultural heritage, and they may take offence if accused of having copied runes!

Dwarven runes are found engraved in stone and only rarely written on such transitory materials as parchment, cloth or paper. They are used to denote ownership, give warnings of nearby dangers and to record history. The tombs of dwarves who have been properly interred, as opposed to hasty burial during battle, are engraved with runes that tell the occupant's clan, his parentage, children, and the deeds of his life. In the absence of proper interment, dwarves erect stone monoliths or engrave entire cavern walls depicting the deeds of their dead. These list the clans, the names of those who died and the nature of their deaths. The numbers of slain enemies are greatly detailed.

Dwarven runes are not a phonetic form of writing, but a conceptual one, with each rune delineating an idea or implying a range of ideas depending on placement. A single rune might convey pages of human or elf writing or be as simple as a sign saying "stairs." It's a matter of knowing what the rune means and how it is to be interpreted in context. Dwarven runes do not contain conjunctions or pronouns, but proper names are represented by altering an existing rune. This makes runes difficult for other races to understand, and dwarves consider themselves superior to races who cannot read even the most simple of them. All dwarves know them at no cost.

Endurance

A hardy and resilient race, dwarves automatically gain the Endurance proficiency (see the Player's Handbook, page 58) at no cost.

Fungi Recognition

Although they prefer not to, dwarves sometimes have to survive on a diet of fungi. They would rather use these as supplements to their regular diet, but when times are hard, or when involved in an extended underground expedition, it is useful to be able to tell edible fungi from the poisonous or unwholesome varieties. Approximately 50% of underground fungi are poisonous. They may cause an upset stomach or be so poisonous they cause death. It is impossible to harvest edible fungi without the fungi identification proficiency.

If the character has plenty of light and an opportunity to study the fungus in question closely for 10 minutes, no proficiency check is required. If he is unable to see the fungus properly, often the case when using infravision, or has to make a hasty decision about edibility, a proficiency check must be made.

Gem Cutting

A dwarf with this proficiency may cut 2d8 gems per day instead of 1d10. He also has a greater chance of increasing the value of a gem. If a dwarf rolls a 1 or a 2 during cutting, he increases the value of the gem to that of the next most valuable class (see page 134 of the Dungeon Master's Guide). For example, Duram is cutting a fancy stone with a finished value of 100 gp. He does an exquisite job and actually increases its value to that of a precious gem with a value of 500 gp.

Any character who fails a gem cutting roll cuts the gem, but does so poorly and reduces its value to the next lower category. Duram, flushed with success, tries his hand at a precious stone with a finished value of 500 gp but he slips with his chisel and reduces its value to that of fancy gem (value 100 gp).

A character who rolls a 20 when cutting a gem splits it in half and ends up with two uncut gems with a combined value one class lower than that of the original gem. Duram starts one more gem. It has a value of 50 gp. He places his cutting clamp, over tightens the jaws, and splits the gem in half (he rolls a 20!). He now has two uncut gems with a value of 5 gp each.

Intimidation

This proficiency allows a character to intimidate others to do as he wishes. It involves an implicit threat of violence. Threatened NPCs will do as they are told, but will harbor resentments against him. If an opportunity arises for intimidated NPCs to revenge themselves they will do so.

Intimidation may be attempted with one of two abilities, Strength or Charisma. If intimidating by Strength, the character is threatening immediate, personal, bodily harm. If by Charisma, the intimidation consists of subtle threats, which need not be physical. No matter which ability is used, the intimidation attempt is always modified by the difference between the experience level of the intimidating character and the experience level or Hit Dice of the victim(s). Creatures with less than one Hit Die are considered to have a level of 0.

A 6th-level warrior attempting to intimidate an HD1-1 goblin would gain a +6 bonus to his intimidation ability. Against a 10th-level human warrior, our 6th-level dwarf's intimidation proficiency would be reduced by -4. Higher level characters are less likely to be intimidated.

When a character is attempting to intimidate more than one character, and all are within 1-4 experience levels of each other, the level is the average of them. If one or more characters are over five experience levels above the others, the highest experience level is used, the other characters gaining confidence from the presence of a powerful individual.

When attempting to intimidate more than one, the number of characters is used as a negative modifier. If a dwarf is attempting to intimidate five goblins, his intimidate proficiency is reduced by -5.

Intimidation may only be used against intelligent creatures; slimes and shambling mounds are too stupid to notice that someone is trying to intimidate them.

Player characters are never forced to submit to intimidation, and may choose how they are going to react to an attempt.

Local Dwarf History

This proficiency is different from the local history proficiency, a character with this proficiency is only knowledgeable about dwarf history. This is chiefly concerned with lineages and events affecting dwarves. It deals with the founders of the clans and strongholds, and traces the descendants to the present. The battles and events of clan and stronghold are known, as well as the fates of those who have left to establish new homes or who perished while adventuring.

The extent of geographical knowledge is dependent on the campaign background. Those who have had no contact with the world above may be totally ignorant of what lies on the surface, but will have extensive knowledge of their own stronghold. Those whose relatives have established new strongholds or are members of such strongholds would have knowledge of the area between the two and some knowledge of the geography surrounding them. Even so, most dwarves, unless they live in close proximity to other races, have a very hazy idea of where the sea is, for example.

While a character with this proficiency knows dwarf history, his knowledge of the history of other races is minimal. If humans fought a great battle against each other, a dwarf who did not live with humans is not likely to have heard of it. If the battle involved dwarves he would probably know of it. If it involved dwarves from his own stronghold or clan, he would have extensive knowledge of the events leading to it and the course of the battle. As with some other dwarf proficiencies the exact extent of an individual's knowledge is determined by his background.

The local dwarf history proficiency may be used to entertain other characters. When so engaged, he gains a +2 bonus to his Charisma while dealing with dwarves. With other races he does not gain the bonus, because dwarf stories tend to be dull, slow moving and overly concerned with who is related to whom, their places of origin, and all of the places the heroes' ancestors founded along the way. Trying to tell a dwarf story to hostile beings is likely to incite them to violence. Orcs will not be impressed, even with the best-told dwarf tale.

Locksmithing

With the locksmithing proficiency a character can make and repair all kinds of mechanical locks. Thieves with this proficiency gain a 10% bonus to their lockpicking skill, because they are intimately familiar with the internal structure and working of locks.

Mining

The
Player's Handbook provides basic information on mining and this proficiency is described in detail in Chapter 8. Mining operations are usually at the heart of dwarf strongholds.

Modern Languages

The modern languages dwarves may learn are determined by the campaign background. If a character lives in a stronghold that has had no contact with goblins, he is unlikely to have learned goblin. The languages for dwarves in the
Player's Handbook should be considered as suggestions only. Dwarves may learn any language that suits their background. Suggested languages are: deep tongue, drow, elf, gnome, goblin, local human common tongue, kobold, orc, troll, ogre.

Pest Control

This proficiency is used to keep dwarf strongholds free of pests like rats, carrion crawlers, jermalaines, kobolds, and other small creatures. Similar to the set snares proficiency, it is concerned with catching underground pests and does not use snares. Traps are set to trigger metal cages, drop nets, or iron doors that shut off individual tunnel sections. Spring traps or small deadfalls may be rigged (damage 1d6 maximum) using this proficiency. There is no -4 modifier when using pest control to trap larger creatures.

Only thief characters may use this proficiency to rig larger traps suitable for human or orc sized creatures. These traps may include crossbows, larger deadfalls, and spiked springboards.

A character with this proficiency does not have the ability to make the items required for these devices, he can only set the traps and their triggers.

A proficiency check must be rolled when the trap is set. A failed proficiency check means that the trap will fail to operate. It may not have been set properly, was poorly concealed, or it was too small or too large for the creature to trigger.

Setting a trap takes one hour and the character must have the proper equipment and materials with him.

Characters with the animal lore proficiency gain a +2 bonus when attempting to set traps to catch animal pests.

Riding, Airborne

This proficiency is rare among dwarves, and is most frequently found in those living in remote mountain areas, among dwarves who have befriended giant eagles or have tamed and trained winged mounts: griffins, hippogriffs, or others. This proficiency may not be used to leap onto the backs of mounts, unless you also have the jumping proficiency. In other respects, this proficiency is unchanged from the
Player's Handbook.

Riding, Land Animals

Because of their stout, stocky build, dwarves are uncomfortable riding horses or other animals of similar size. They are capable of riding donkeys, ponies, and smaller creatures. Dwarves may leap onto their saddles. Some suitable mounts for dwarves are dire wolves, giant boars, and giant lizards.

Sign Language

Sign language is most frequently used by dwarves who were engaged in long running warfare with other dwarves or races. It permits silent communication with anyone who sees and understands the signals. The maximum range is usually line of sight in a lit area, or the extent of the receiver's infravision. Sign may be an extensive language capable of handling long conversations, or simply a means of communicating a few easy to understand phrases such as "attack," "orcs behind the rock," or "you three move left." A proficiency check is made when speaking or interpreting sign. The +2 bonus should only be used when giving short, easily recognized commands. More detailed signals require a

-1 modifier.

Signalling

The signalling proficiency allows a character to send messages underground using sound. To send a signal, tap on a section of wall with a rock, hammer, or a piece of metal. The sound will echo through rock to a distance of 1d4 miles. The sound transmitted by this proficiency resembles morse code and it may be used to send extensive messages or short commands and instructions. To send a message, roll a proficiency check. If successful, the message transmits as desired. If not, the message may be only partially understood or complete nonsense. It may even convey a meaning contrary to the message sent. Successful transmission of a message is no guarantee that it will be understood by the receiving end and proficiency checks are required to correctly interpret the message. It is possible to fail to understand an incorrectly sent signal, yet still infer a message from it, one very different from what was intended.

Slow Respiration

A character with this proficiency has the ability to enter a deep trance and reduce the amount of air he needs to stay alive. To induce the trance, he must be in a restful position, either sitting or lying down. After concentrating for one turn, pulse and breathing drop well below normal, so that breathing requires only 10% of the rate when resting. The character emerges from his trance at will, fully aware of anything that has occurred nearby.

Smelting

The smelting proficiency is closely tied to the Mining proficiency. Between them they provide all of the metal to the strongholds. With this proficiency a smelter can be operated. See Chapter 9.

Sound Analysis

This proficiency allows a character to gauge the size of underground areas by generating noise and analyzing the echoes that return. Using this skill, he can calculate distances up to one mile, and determine sound direction.

To use sound analysis, the character must work in absolute silence. The sound created must have a sharp, staccato quality. A howl or wail is ineffective, but a clicking sound, or loud "hey" works well.

The PC must make a proficiency check. If the check is successful, he has correctly analyzed the size of the area in question to within plus or minus 25% of its height, width, and length. If the check fails, the echo has become garbled in its reverberations. No further attempts by the PC to analyze that area will succeed, though others with the proficiency may try.

A proficiency check of 5 or less means the character has learned not only the size of the analyzed area, but other details as well: the number of branching side passages, whether there is a straight or wandering corridor, and whether or not water exists.

The disadvantage of this ability is that, while it is useful for learning about a completely unknown area, it announces the characters to all creatures in hearing range. They will certainly be prepared, and may go looking for the intruders.

Survival, Underground

Underground survival provides knowledge of the underground. It helps the character distinguish between edible and poisonous insects and to be able to determine the safety and stability of tunnels, cavern ceilings, and the like.

Underground Navigation

A character with this proficiency can determine direction underground and the shortest route to the surface. By careful analysis of air currents and contents, a character can even determine whether there are any pockets of poisonous gas in the air. A successful proficiency check is required to use the proficiency.

Weaponsmithing

A dwarf weaponsmith is not only more skilled than a human one (Intelligence -1, instead of -3), but capable of producing weapons at a faster rate. The costs remain the same.

Weapon Construction Table


Construction Material
Weapon
Time
Cost
Arrowhead
7/day
1 cp
Battle Axe
7 days
10 sp
Hand Axe
3 days
5 sp
Dagger
3 days
2 sp
Heavy Crossbow
15 days
10 sp
Light Crossbow
12 days
5 sp
Fork, Trident
15 days
10 sp
Spear, Lance
3 days
4 sp
Short Sword
15 days
5 sp
Long Sword
23 days
10 sp
Two-handed Sword
34 days
2 gp

The Complete Fighter's Handbook contains extensive rules on the use of the weaponsmithing proficiency and is highly recommended to those interested in using the proficiency to the fullest.

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