This page is intended to summarize the non-weapon proficiencies available on the Knights of Noromath server.
At level 3, all characters may select three non-weapon proficiencies. The available choices are based on a character's class standing.
At level 7 a character may select an additional proficiency. Every 4 levels after 3rd the character will pick up an additional proficiency.
|This proficiency enables a character to exploit the hidden properties of alchemical substances. Common uses of alchemical processes include the silvering of a weapon or the refinement of specialized reagents recovered from monsters.
An Alchemy check is made by rolling 1d20 plus level plus Intelligence modifier.
More information on Alchemy proficiency can be found here
|This proficiency represents the study of the anatomy of living things. It enables a character to increase their effective critical hit severity by +2, as well as increase the save DC vs. death for a critical hit effect by +2. Additionally, a character with the Anatomy proficiency receives a +2 bonus to heal checks when applying a bandage, and they receive a +2 bonus to hunting checks to recover an organ or other resource.|
|This proficiency enables a character to read the stars for signs and portents. It is not currently supported by in-game mechanics.|
|This proficiency enables a character to create bows, crossbows and wooden shields at a woodworking station. The base materials gathered by Wood Gathering are required to use Carpentry. A certain number of days of work must be completed before an item can be finished. Character level and other factors are used to determine success or failure. Exceptional success means that a bow, crossbow or wooden shield will be masterwork quality. Masterwork quality items are required for Craft Magic Arms and Armor feat.
Carpentry allows a character to roll 1d20 plus their level plus their Intelligence modifier on the crafting roll. Without Carpentry proficiency, a character cannot attempt to craft items at a woodworking station.
Register of Carpentry combinations: (Planer, Saw, Lathe are options accessible when finishing a craft at the woodworking station)
- PSSPLP Arcanist's Staff
- PPSSSP Arquebus
- PSPPLS Arrow
- PSPSPL Arrow of Fire
- SPSPSL Bolts
- SPSPSS Bolts of Fire
- PPSSPP Caviler
- SSPSSL Club
- SSPSSS Darkwalker's Club
- SPSLSS Dart
- PPPSLP Harp
- PPSPLS Heavy Crossbow
- PSSLSS Large Shield
- PPSSLP Light Crossbow
- PPSPLL Longbow
- PPSPLP Longbow of the Seldarine
- SSLPLS Magistrati's Staff
- SSLPSL Necrophant's Staff
- SSLPPL Ornate Quarterstaff
- PPSSLL Pistol
- SSLPLP Quarterstaff
- PPSLPP Tantan
- PPSSPS Ribald
- PSSPLS Shortbow
- PPLSSS Small Shield
- PSSPLS Staff of Command
- SSPPPS Wooden Staff (magic)
- PPSLLP Yarting
|This proficiency enables a character to decipher long-lost languages or coded messages. There are specific places where the Decipher Script proficiency can be used to gain area-specific information.
Decipher Script allows a character to roll 1d20 plus their level plus their Intelligence modifier on the crafting roll. Without Decipher Script proficiency, a character cannot attempt to decipher coded inscriptions or passages.
|This proficiency enables a character to more effectively disguise themselves, gaining +5 to disguise checks. This capability is something a merit badge among professional killers and spies for hire.|
|This proficiency enables a character to combine certain base materials with empty bottles in their crafting box. Characters possessing herbalism proficiency can also apply raw herbs to themselves or others more easily.
Herbalism provides a character with specific benefits such as during the roll to use bloodstaunch. It also allows a character to roll 1d20 plus their level plus their Intelligence modifier to effectively collect herbal supplies. A character without Herbalism proficiency can still attempt to collect herbal supplies, but only adds their Intelligence modifier to the roll.
It also allows a character to manufacture simple drugs such as haunspeir, rolling 1d20 plus their level plus their Intelligence modifier to determine successful crafting.
|In addition to allowing a character to recall bits of historical information that have been recorded over the centuries, this proficiency also improves their awareness of the value of certain historical artifacts.
History allows a character to receive specific historical insights in places where the information is available. There is no roll, and without History proficiency, a character is not able to receive the same insights.
|This proficiency enables a character to effectively hunt, trap, and clean game. Specific tasks such as the recovery of animal skins or other trophies are covered by Hunting proficiency. Using this proficiency requires a harvesting knife.
Hunting allows a character to roll 1d20 plus their level plus their Intelligence modifier on the resource collection roll. Without Hunting proficiency, a character may attempt to collect a resource but only adds their Intelligence modifier to the roll.
More information on hunting can be found under Resource Collection, here.
|This proficiency enables a character to build or repair stonework in castles and other buildings, as well as craft items in tribute to the deities and so on.
Masonry allows a character to roll 1d20 plus their level plus their Intelligence modifier on the roll to repair leaks conduct other repairs, which a character cannot attempt to do without Masonry proficiency.
|This proficiency enables a character to use a mining pick and gather resources from iron, mithril, and adamantine ore veins.
Mining allows a character to roll 1d20 plus their level plus their Strength modifier to determine whether a resource is successfully collected. A character may attempt mining without the proficiency, but with a -10 penalty to the roll.
|This proficiency enables a character to more effectively determine if someone is disguised, gaining +5 to Examine checks made to overcome disguises. This capability is something of a merit badge among blackcoats and spies for hire.|
|This proficiency enables a character to make use of siege engines such as catapults, as well as improvise barricades and take down castle doors.
Siege Engineering allows a character to roll 1d20 plus their level plus their Intelligence modifier on engineering rolls. Characters without proficiency are unable to make or use Siege Weapons.
|This proficiency enables a character to effectively purify metal ores, or combine base metals into refined products such as sophisticated alloys. This proficiency also enables a character to melt down and salvage metals if their crafting roll is successful.
|This proficiency allows a character to ignore some negative resting conditions such as temperature, rain, or wind exposure. The benefits of the Survival proficiency stack with those gained from resting near a placeable tent, as well as from feats such as Endurance.
|This proficiency enables a character to make gloves, boots and belts from animal hides, as well as make robes and cloaks from cotton. A certain number of days of work must be completed before an item can be finished. Character level and other factors are used to determine success or failure. Exceptional success means that a pair of gloves, boots, or a belt, cloak or robe will be masterwork quality. Masterwork quality items are required for Craft Wondrous Item feat.
Tailoring allows a character to roll 1d20 plus their level plus their Intelligence modifier on the crafting roll. Without Tailoring proficiency, a character cannot attempt to craft items at a tailoring loom.
Register of Tailoring Recipes: (Scissors, Measure, Rack are options accessible when finishing a craft at the tailoring station)
- SSMNSN Adventurer's Tent
- KBRKBR Ankheg Full Plate
- SSMNSM Bag
- SSMMMN Bag of Holding Type 1
- SSMMNN Bag of Holding Type 3
- SSMMNM Bag of Holding type 4
- SSMMNS Bag of Holdng Type 2
- SSNNSN Bedroll
- KRBKRB Belt
- BRBRKK Boots
- BRBRKR Boots of Elvenkind
- MNSNNS Cloak
- MNSNSN Cloak of Elvenkind
- KRRBKK Doommaster's Whip
- KRBKRR Girdle of Horseback Riding
- RKBRRK Gloves
- KRRBBK Heartwarder's Whip
- RRBKKK Hide Armor
- SSMMSN High Quality Tent
- BKBKRB Hood
- RRBKKR Leather Armor
- RRBRKR Leather Thong
- SSMNSS Low Quality Tent
- KRBKRK Military Girdle
- KRBKKR Monk's Sash
- BKBKRR Nightsinger's Cowl
- BRBRRR Nightsinger's Steps
- MNMNSS Padded Armor
- RRBBKR Prepared Leather Glove
- SMNNMS Robe
- KRBKBK Scabbard of Keen Edges
- RRKBRK Sling
- KKRBRK Studded Leather
- KRRBRK Whip
|This proficiency enables a character to track other creatures in the area. By typing "-track" while not on horseback, a character will roll a tracking check. The base roll for a tracking check is 1d20 plus level plus wisdom modifier, and it is modified by many other circumstances, feats, and class abilities.
Tracking System Information
- A tracking check determines whether a creature can be tracked at all on a given attempt.
- A tracking check can be made once per minute.
- A journal entry under "Completed Quests" will appear in the Tracker's character journal listing the date, time, environment DC, and list of creatures tracked.
- The more successful the tracking check is, the more information a Tracker will receive.
- By just reaching the tracking DC, a Tracker will be able to determine a tracked creatures size. This is the minimum displayed information.
- When beating the tracking DC by 10 or more, a Tracker will know the creature's type.
- Natural Lycanthropes benefit from the scent ability and can always determine a creature's type.
- On a heroic success (beating a tracking DC by 20 or more) a Tracker can identify a creature by name.
- Terrain types modify the tracking DC in the following ways:
- Very soft ground contributes +5 to tracking DC
- Soft ground contributes +10 to tracking DC
- Firm ground contributes +15 to tracking DC
- Hard ground contributes +20 to tracking DC
- The creatures being tracked modify tracking DC based on their size:
- Tiny creatures contribute +4 to tracking DC, their passage being harder to detect
- Small creatures contribute +2 to tracking DC
- Large creatures contribute -2 to tracking DC
- Huge creatures contribute -4 to tracking DC, their passage being easier to detect
- The weather affects tracking outdoors in the following ways:
- Rain contributes +2 to tracking DC, making tracks harder to make out
- Fog contributes +3 to tracking DC
- Storms contribute +4 to tracking DC
- If the Tracker does not possess Low-Light Vision or Darkvision and makes a tracking check outdoors, nighttime conditions contribute +4 to the tracking DC
- If the Tracker does not possess Low-Light Vision or Darkvision and makes a tracking check indoors or underground, low light conditions contribute a +3 to the tracking DC, and no light conditions contribute a +6 to the tracking DC
- If the Tracker also possesses the Hunting Proficiency, they will receive a +5 bonus to tracking animals, identifying animal tracks with greater ease
- If the Tracker also possesses the Survival Proficiency, they will receive a +2 bonus to their tracking check
- If the Tracker is a Ranger, they will receive a better tracking check.
- If the Tracking Ranger has a Favored Enemy bonus against the creature being tracked, they will receive a +2 bonus to the tracking check
- Certain creatures are immune to being tracked, except on critical tracking success. These include:
- Creatures with Woodland Stride
- Flying or levitating creatures
- Incorporeal creatures
- Plant creatures
- A character wearing Boots of Trackless Step increases the tracking DC by +5.
|This proficiency enables a character to use a woodcutter's ax to gather resources from trees.
Wood Gathering allows a character to roll 1d20 plus their level plus their Strength modifier to determine whether a resource is successfully collected. A character may attempt wood gathering without the proficiency, but only adds their Strength modifier to the 1d20 roll.