Nonweapon Proficiencies

Below is a list of nonweapon proficiencies available for use in the Elcea campaign setting. It is by no means exhaustive; creative players are free to come up with new ones, subject to DM approval.

These skills are generally at a basic level. In other words, someone with the armorer proficiency might be able to make repairs to a chainmail vest, but they are in no way qualified to create a suit of baroque, enamelled plate armor. If two or three slots are expended on a proficiency, however, higher skill levels are possible. Each additional slot also gives +1 to the skill check.

All characters begin with 4 nonweapon proficiencies, and additional proficiencies are gained every 3 levels. Once assigned, proficiencies may never be changed or reassigned. Proficiencies gained after the initial character creation can never simply be assigned, of course; characters must set aside time to acquire and learn them. If a character already knows a proficiency additional slots may be assigned to it if the character has practised and used the skill.



Proficiency# of slots requiredRelevant abilityCheck modifier
Agriculture1Intelligence0
Alertness1Wisdom+1
Alchemy3 (2 for wizards)Intelligence-1
Ancient History1 (2 for fighters)Intelligence-1
Animal Handling1Wisdom-1
Animal Noise1Wisdom-1
Animal Training1Wisdom0
Appraising2 (1 for rogues)Intelligence0
Armorer2 (3 for wizards)Intelligence-2
Artistic Ability1Wisdom0
Astrology2 (3 for fighters & rogues)Intelligence0
Bureaucracy2 (1 for clerics and rogues)Wisdom0
Begging1Charisma0
Blacksmithing1Strength0
Blind-fighting2 (3 for wizards)NANA
Brewing1Intelligence0
Boating1Wisdom+1
Bowyer/Fletcher1 (2 for clerics and wizards)Dexterity-1
Calligraphy1Dexterity0
Camouflage2 (1 for rangers & rogues)Wisdom0
Carpentry1Dexterity0
Cartography1Intelligence-2
Cobbling1Dexterity0
Cooking1Intelligence0
Cooperage1Dexterity0
Dancing1Dexterity0
Debate1Intelligence0
Direction Sense1Wisdom+1
Disguise2 (1 for roguesCharisma-1
Endurance3 (2 for fighters)Constitution0
Engineering2 (3 for roguesIntelligence-3
Escaping3 (2 for rogues)Dexterity-1
Etiquette1Charisma0
Fast-Talking2 (1 for rogues)Charisma-1
Fishing1Wisdom-1
Foraging1 (2 for wizards)Intelligence-1
Forgery2 (1 for rogues)Dexterity-1
Gadgeteering2Intelligence-1
Gaming1Intelligence0
Gem Cutting2Dexterity-2
Haggling2Charisma0
Healing2 (3 for rogues & wizards)Wisdom-2
Heraldry1Intelligence0
Herbalism2 (3 for fighters & rogues)Intelligence-2
Hunting1 (2 for wizards)Wisdom-1
Intimidation1 (2 for wizardsStrength or Charisma0
Jeweler1Dexterity-2
Juggling1Dexterity-1
Jumping1 (2 for clerics & wizards)Strength0
Languages, Ancient1 (2 for fighters & rogues)Intelligence0
Languages, Modern1Intelligence0
Leatherworking1Intelligence0
Local History1Intelligence0
Locksmithing2 (1 for rogues)Dexterity0
Mining2Wisdom-3
Mountaineering1NANA
Musical Instrument1Dexterity-1
Navigation1 (2 for rogues)Intelligence-2
Persuasion1Charisma0
Pottery1Dexterity-2
Reading Lips3 (2 for rogues)Intelligence-2
Religion1 (2 for fighters & rogues)Wisdom0
Riding, Airborne2Wisdom-2
Riding, Land-based1Wisdom+3
Riding, Sea-based2Dexterity-2
Rope Use1Dexterity0
Running2 (1 for fighters)Constitution-6
Seamanship1Dexterity+1
Set Snares1 (2 for clerics & wizards)Dexterity-1
Shadowing2 (1 for rogues & rangers)Wisdom-1
Signaling1Intelligence-2
Singing1Charisma0
Spellcraft2 (1 for wizards)Intelligence-2
Spelunking1Intelligence-2
Stonemasonry1Strength-2
Survival2 (per terrain type)Intelligence0
Swimming1Strength0
Tactics3 (2 for fighters)Intelligence0
Tailor1Dexterity-1
Tightrope Walking2 (1 for rogues)Dexterity-1
Tracking2 (3 for wizards)Wisdom0
Tumbling2 (1 for rogues)Dexterity0
Ventriloquism2 (1 for rogues)Intelligence-2
Weather Sense1Wisdom-1
Weaponsmithing3 (2 for fighters)Intelligence-2
Weaving1Intelligence-1