Proficiencies

Proficiencies represent particular areas of expertise that your character has developed due to their background, homeland, and training. Each class has a class list of proficiencies, which represent training that is particularly useful to the particular profession. In addition, there is a General list of proficiencies, which represent trade skills and knowledge acquired by the character as part of their pre-adventuring background and/or as a profession practiced when not adventuring. Players choose proficiencies from these lists for their characters.

All proficiency throws use 2d10: a natural 2 (two 1's) is an automatic failure, and a natural 20 (two 10's) is an automatic success. For areas that characters are not trained in, the Referee may allow a proficiency throw the default roll for success is 19+, unless the Referee determines otherwise — a natural 20 is always a success.

Unless its description says otherwise, a proficiency may usually be selected only once. If a proficiency can be selected more than once, then the proficiency throw value required for success is reduced by 4 each time the proficiency is selected, unless otherwise specified.

Starting Proficiencies
All characters begin with the Adventuring proficiency. Dwarf, halfling, and all human characters, except the Specialist, begin with one proficiency chosen from their Class list and one proficiency chosen from the General list; the Specialist begins with the Adventuring proficiency and six (6) proficiencies, which they may choose from either the General or Specialist list. Elves begin with   four (4) proficiencies, which they may choose from either the General or their Class list.

All characters, including Specialists, with Intelligence and Wisdom bonuses may choose one or more additional proficiencies, chosen from the General list; the number of additional General proficiencies that may be learned is equal to their bonuses added together (+1 to +6). Players may choose to leave one or more bonus General proficiency “slots” open, to be filled during play as circumstances suggest appropriate choices.

NOTE: Some proficiencies appear on both the General list and the respective Class lists. For example, Manual of Arms appears on both the General list and the Fighter class list. This is because Manual of Arms is both a common trade skill (General list) and training that is useful to Fighters (Class list).

Gaining Proficiencies
Specialists earn 2 proficiency selections per level, which they can use to choose from either the General or Specialist list; starting at 7th level, Specialists may make selections from other class lists, but at a cost of both selections they are allowed for that level.

All characters, except Specialists, may choose one additional proficiency from the General list at levels 5, 9, and (if maximum level permits) 13. Characters may choose one additional proficiency chosen from their Class list each time when they reach the final level of their saving throw progressions. Thus, Fighters get a new proficiency from their class list at level 3, 6, 9, and 12; Clerics from their class list at 4, 8, and 12; and Magic-Users get a new proficiency from their class list at 5, 10, and 15. 

Proficiency Lists

GENERAL: Adventuring, Alchemy, Animal Husbandry, Animal Training, Art, Bargaining, Brewing, Caving, Craft, Diplomacy, Disguise, Endurance, Engineering, Gambling, Healing, Intimidation, Knowledge, Labor, Language, Leadership, Lip-reading, Manual of Arms, Mapping, Military Strategy, Mimicry, Naturalism, Navigation, Performance, Profession, Riding, Seafaring, Seduction, Siege Engineering, Signaling, Surveying, Survival, Theology, Tracking, Trapping

CLERIC: Apostasy, Battle Magic, Beast Friendship, Combat Casting, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Knowledge (history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Prestidigitation, Profession (judge), Prophecy, Righteous Turning, Sensing Evil, Sensing Power, Theology

FIGHTER: Acrobatics, Alertness, Ambushing, Berserkergang, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Dungeon Bashing, Endurance, Fighting Style, Gambling, Intimidation, Leadership, Manual of Arms, Military Strategy, Precise Shooting, Riding, Running, Siege Engineering, Skirmishing, Survival, Swashbuckling, Weapon Finesse

MAGIC-USER: Alchemy, Battle Magic, Beast Friendship, Black Lore, Collegiate Wizardry, Combat Casting, Craft, Diplomacy, Elementalism, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Loremastery, Magical Engineering, Mapping, Mystic Aura, Naturalism, Performance, Prestidigitation, Profession, Sensing Power, Transmogrification, Soothsaying

SPECIALIST: Acrobatics, Alertness, Arcane Dabbling, Blind Fighting, Bribery, Catwalking, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Diplomacy, Eavesdropping, Fighting Style, Gambling, Intimidation, Knowledge, Lip-reading, Lockpicking, Mapping, Mimicry, Performance, Precise Shooting, Riding, Running, Scoutcraft, Seafaring, Seduction, Sleight of Hand, Skirmishing, Skulking, Sneak Attack, Sniping, Stealth, Swashbuckling, Trapfinding, Weapon Finesse

DWARF: Alertness, Ambushing, Berserkergang, Blind Fighting, Caving, Combat Reflexes, Combat Trickery (force back, knock down, overrun, sunder, wrestle), Command, Craft, Dungeon Bashing, Endurance, Engineering, Fighting Style, Gambling, Goblin-Slaying, Illusion Resistance, Intimidation, Leadership, Mapping, Manual of Arms, Military Strategy, Mountaineering, Siege Engineering, Surveying, [TBD, Elf-Slaying?]

ELF: Acrobatics, Alertness, Ambushing, Battle Magic, Beast Friendship, Blind Fighting, Catwalking, Climbing, Combat Casting, Combat Reflexes, Combat Trickery (disarm, knock down), Command, Elementalism, Familiar, Fighting Style, Knowledge, Leadership, Loremastery, Magical Engineering, Magical Music, Mystic Aura, Naturalism, Passing Without Trace, Precise Shooting, Prestidigitation, Running, Sensing Power, Skirmishing, Soothsaying, Stealth, Swashbuckler, Wakefulness, Weapon Finesse [TBD, Dwarf-slaying?]

HALFLING: Alertness, Beast Friendship, Catwalking, Caving, Climbing, Combat Reflexes, Combat Trickery (disarm, knock down), Eavesdropping, Endurance, Fighting Style, Lockpicking, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Scoutcraft, Seafaring, Skirmishing, Skulking, Sneak Attack, Sniping, Surveying, Survival, Stealth, Swashbuckling, Trapfinding, Trapping, Weapon Finesse

Click here for Proficiency Descriptions

Proficiencies

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