Chapter 2: Proficiencies

The use of nonweapon proficiencies in your campaign is highly recommended, especially if you are going to make use of the thief kits that we present in this book. Proficiencies are the best way to quantify the various talents that distinguish one thief kit from another.

This chapter is entirely devoted to nonweapon proficiencies. It includes a reference table with a complete list of proficiencies available to thieves, including several that are new. The new proficiencies are described below.

Table 1: NONWEAPON PROFICIENCIES—THIEVES

GENERAL
THIEF
NEW THIEF
PROFICIENCIES*
PROFICIENCIES*
PROFICIENCIES**



Agriculture
Ancient History
Alertness***
Animal Handling
Appraising
Animal Noise
Animal Training
Blind-fighting
Astrology
Artistic Ability
Disguise
Begging
Blacksmithing
Forgery
Boating***
Brewing
Gaming
Endurance
Carpentry
Gem Cutting
Fast-talking
Cobbling
Juggling
Fortune Telling
Cooking
Jumping
Herbalism
Dancing
Local History
Hunting
Direction Sense
Musical Instrument
Information Gathering
Etiquette
Reading Lips
Intimidation
Fire-building
Set Snares
Locksmithing
Fishing
Tightrope Walking
Looting
Heraldry
Tumbling
Navigation
Languages, Modern
Ventriloquism
Observation***
Leatherworking
Reading/Writing

Mining
Religion

Pottery
Survival

Riding, Airborne
Tracking

Riding, Land-based
Trailing

Rope Use
Voice Mimicry

Seamanship


Seamstress/Tailor


Singing


Stonemasonry


Swimming


Weather Sense


Weaving


* Proficiencies listed in this column are fully described in the AD&D® 2nd Edition Player's Handbook,
pp. 56-65.

** These new proficiencies for thieves are described in the text of this chapter.

*** If the DM so wishes, these may be considered general proficiencies, available to characters of any class without additional nonweapon proficiency slot cost.

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