First Edition Advanced Dungeons & Dragons™ Character Creation
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17:  Non-Weapon Proficiencies
  Characters who have not already done so (those who are not Orientals) select non-weapon proficiencies.  Decide whether to accept a 0 slot chosen by the referee.

  The MyWorld policy is for the referee to select two non-weapon proficiencies which he believes are appropriate to the character background.  These may be based on character race, previous skills, or the location from which the referee imagines the character to have come.  The player must accept or reject the selection of these two proficiencies.  If he accepts them, they become numbers 0 and 1 on his sheet.  If the player rejects the two suggested proficiencies, he does not get a zero slot, but may choose any proficiency for his first and any succeeding slots.  This does not apply to the alchemist, who will be offered a specific 0 slot based on background which he may accept or reject.  It also does not apply to oriental classes, whose proficiencies have already been determined above.

  Normally, the character may have any proficiencies from this list.  If the proficiency requires more than one slot, the number of slots required is indicated in parentheses.  The number of slots available to each character class is discussed above under weapon proficiencies, and recounted below.

  For referees creating non-player characters, let me invite you to use the randomized table for selecting non-weapon proficiencies, posted in M. J. Young's Dungeons & Dragons Materials, Dungeon Master's Reference Materials, Non-Weapon Proficiencies.  The table includes all of these, plus a few extra obvious ones, with a weighted random roll to facilitate selection.

  Airborne Riding (2, specify mount), Alertness (reduces surprise), Animal Handling (pack and transport animals), Animal Lore (may detect danger from conduct of animals), Animal Noise (can imitate various animals perfectly, such as for signaling), Animal Trainer (specify animal type), Armorer (2), Blacksmith, Blind Fighting, Boating, Boatwright, Bowyer/Fletcher, Charioteering, Direction Sense, Endurance (2), Fire Building, Fishing, Foraging, Fungus Identification, Gem Cutter (2), Healing (2), Hunting, Leatherworker, Miner (2), Mountaineering, Music, Musical Instrument (designate), Plant Lore (know medicinal and other properties of plants),  Potter, Reading and Writing (language), Riding (specify mount), Rope Use, Running (Sprinting or Distance, separate proficiencies, both may be known individually), Slow Respiration (reduces air requirements at rest), Smelter, Sound Analysis (can determine approximate dimensions of enclosed spaces from acoustic characteristics), Stonemason, Survival Cold, Survival Desert (2), Survival Heat, Swimming, Tracking, Weaponsmith (3), Weather Sense, Weaver.

  Viking Humans and Trollborn may not have Airborne Riding or Charioteering as initial proficiencies.  These concepts are alien to the Viking milieu.

  This will recap the non-weapon proficiency slots available to various classes.  Multiclassed characters under MyWorld rules get the full number of proficiency slots for all classes, for reasons discussed under weapons proficiencies.

  The ALCHEMIST begins with seven non-weapon proficiencies pre-selected as Fungus Identification, Healing (2 slots), Cooking, Plant Lore, Foraging, and Fire Building.  At the referee's discretion, a zero slot may be offered of his choosing.  The next non-weapon proficiency will come at level 4.  Alchemists may be oriental humans, in which case they must select their non-weapon proficiencies from the oriental non-weapon proficiencies.  The list would consist of Herbalist (2 slots), Cooking, Brewer, Firebuilding, Agriculture, and one slot in Survival in an appropriate area, used for foraging skills (treated as full proficiency in foraging within that area and as partial proficiency in survival in that area).

  The ASSASSIN has two non-weapon proficiency slots.  The referee may offer a zero slot.  At level 5 the character will gain one additional slot.

  An ATTORNEY begins with three non-weapon slots.  The next non-weapon is gained at level 4.  It is absolutely mandatory that the character invest at least one non-weapon proficiency in something which would be considered physical exercise, such as (depending on the milieu) martial arts, mountaineering, running, swimming, or other physical activity approved by the referee, and that he spend time getting such exercise every week as appropriate.  Note that attorneys may come from any milieu, but if they come from the orient, they must take their initial non-weapon proficiencies from the oriental non-weapon proficiencies list.

  The BARBARIAN begins with three non-weapon proficiencies (in addition to the special barbarian skills selected by the referee), which may be limited by the referee to those appropriate to the milieu from which he springs.  One additional slot will be gained at level 3.

  A BARD begins as either a human fighter or a half-elven fighter/thief, and follows the rules for that class or combination.  Upon attaining the status of Bard level 1, he will gain an additional slot every fourth level.

  A BERSERKER begins with 3 non-weapon slots.  An additional one is gained at level 4. Initial slots are limited to those reasonably available within a Viking milieu, unless the character leaves that milieu and becomes part of a more diversified group..

  The CAVALIER begins with 2 non-weapon slots.  One more is gained at level 3.

  The CLERIC may choose 3 non-weapons.  An additional slot will be gained at level 5.

  A DRUID begins with 3 non-weapon slots, and gains an additional one at level 6.

  The FIGHTER begins with 2 non-weapon slots.  One is gained at level 4.

  The HOLY ORDER OF THE STARS begin with 4 non-weapon proficiencies.  At level 4 they will gain 2 additional non-weapon slots.

  An ILLUSIONIST starts with 3 non-weapon slots.  Book rules suggest that the character should receive two additional slots every six levels--level 7--to keep weapon and non-weapon proficiency gains together; however, MyWorld rules permit one slot every third level, thus giving the class an additional non-weapon slot at level 4.

  A KNIGHT OF SOLAMNIA begins with 2 non-weapon slots, and gains an additional one at level 3.

  A MAGIC-USER starts with 3 non-weapon.  Book rules suggest that the character should receive two additional slots every six levels--level 7--to keep weapon and non-weapon proficiency gains together; however, MyWorld rules permit one slot every third level, thus giving the class an additional non-weapon slot at level 4.

  A PALADIN begins with 2 non-weapon slots.  One more is gained at level 3.

  The PSIONICIST begins with 3 non-weapon slots.  He gains an additional non-weapon slot at level 3.  In addition to those non-weapon proficiencies listed for occidental characters, the psionicist may choose any of these listed in the Psionics Handbook:  Harness Subconscious, Hypnosis, Rejuvenation, Meditative Focus.

  A RANGER begins with two non-weapon proficiency slots.  He gains an additional one at level 4.

  A RUNECASTER may choose 3 non-weapons; they must be from among those available in the Viking milieu.  An additional slot will be gained at level 5.

  A THIEF begins with 3 non-weapon slots, and gains an additional one at level 5.

  The THIEF-ACROBAT begins as a thief.  3 non-weapon slots begin the character, and an additional one is gained at level 5.

  TINKER Gnomes begin with 5 non-weapon slots, and gain an additional three non-weapon slots at level 3.  Although they rapidly acquire non-weapon skills, they perform all of these at a -5 penalty.

  A WIZARD OF HIGH SORCERY starts with 3 non-weapon slots.  An additional two non-weapon proficiencies are added at level 6.


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