The following is a complete listing of all proficiencies legal in Yogi's campaigns. It pulls from many sources (listed below), includes a few created by myself (in blue, click to get description), but not every one normally allowed. Look for the legend at the bottom for a full translation of marks. The groups certain character classes can pull from are listed below, and multiclass characters can choose proficiencies from any legal category:
Fighter
or Barbarian - General, Warrior
Ranger
- General, Warrior, Wizard
Paladin
- General, Priest, Warrior
Cleric
- General, Priest
Druid
- General, Priest, Warrior
Mage
or Specialist Wizard - General, Wizard
Thief
- General, Rogue
Bard
- General, Rogue, Warrior, Wizard
Psionicist
- General, Psionicist
General Group
Proficiency | Slots | Ability | Check | Source(s) |
Acting | 1 | Charisma | -1 | 9-64, 13-92 |
Agriculture | 1 | Intelligence | +0 | 1-77 |
Alertness | 1 | Wisdom | +1 | 5-82, 7-72 |
Animal Handling | 1 | Wisdom | -1 | 1-77 |
Animal Noise | 1 | Wisdom | -1 | 8-16, 13-92 |
Animal Training* | 1 | Wisdom | +0 | 1-77 |
Artistic Ability* | 1 | Wisdom | +0 | 1-79 |
Blacksmithing | 1 | Strength | +0 | 1-79 |
Boating | 1 | Wisdom | +1 | 5-82, 7-74, 8-17, 14-42 |
Boatwright | 1 | Intelligence | -2 | 14-42 |
Brewing | 1 | Intelligence | +0 | 1-80 |
Carpentry | 1 | Strength | +0 | 1-80 |
Cartography | 1 | Intelligence | -2 | 5-82 |
Chanting | 1 | Charisma | +2 | 9-64, 13-93 |
Chaos Shaping# | 1 | Wisdom | +0 | 4-99 |
Cheesemaking | 1 | Intelligence | +0 | 13-93 |
Clothesmaking, Crude | 1 | Intelligence | -1 | 7-74 |
Cobbling | 1 | Dexterity | +0 | 1-80 |
Cooking | 1 | Intelligence | +0 | 1-80 |
Craft Instrument | 2 | Dexterity | +0 | 9-74, 13-94 |
Dancing | 1 | Dexterity | +0 | 1-80 |
Danger Sense | 2 | Wisdom | +1 | 7-74, 13-94 |
Direction Sense | 1 | Wisdom | +1 | 1-80 |
Distance Sense | 1 | Wisdom | +0 | 5-83 |
Etiquette^ | 1 | Charisma | +1 | 1-80 |
Falconry | 1 | Wisdom | -1 | 5-83 |
Fire-Building | 1 | Wisdom | -1 | 1-81 |
Fishing | 1 | Wisdom | -1 | 1-81 |
Foraging | 1 | Intelligence | -2 | 1-82 |
Fungi Recognition | 1 | Intelligence | -2 | 14-43 |
Glassblowing@ | 1 | Dexterity | +0 | 2-53 |
Heraldry | 1 | Intelligence | +0 | 1-82 |
Hiding | 2 | Intelligence | -1 | 7-75, 13-95 |
Know Sigil# | 1 | Intelligence | +0 | Yogi Made |
Languages, Modern^ | 1 | Intelligence | -1/2 | 1-82, Yogi Altered |
Leatherworking | 1 | Intelligence | +0 | 1-82 |
Locksmithing@ | 1 | Dexterity | +0 | 8-19, 14-45 |
Mental Armor | 1 | --- | --- | 3-155 |
Mining | 2 | Wisdom | -3 | 1-82 |
Navigation, Underground | 1 | Intelligence | +0 | 14-47 |
Observation | 1 | Intelligence | +0 | 2-61,13-97 |
Persuasion | 1 | Charisma | -2 | 2-61, 5-84 |
Planar Direction Sense# | 1 | Wisdom | +1 | 4-101 |
Planar Heraldry# | 1 | Intelligence | -1 | Yogi Made |
Planar Sense# | 1 | Wisdom | -1 | 4-99 |
Planar Survival*# | 1 | Intelligence | -2 | 4-99 |
Poetry | 1 | Intelligence | -2 | 6-76, 9-66 |
Portal Feel# | 2 | Intelligence | -3/-5 | 4-100 |
Pottery | 1 | Dexterity | -2 | 1-83 |
Riding, Airborn | 2 | Wisdom | -2 | 1-83 |
Riding, Land-Based | 1 | Wisdom | +3 | 1-83 |
Riding, Sea-Based | 2 | Dexterity | -2 | 5-84 |
Rope Use | 1 | Dexterity | +0 | 1-84 |
Seamanship | 1 | Dexterity | +1 | 1-84 |
Sign Language | 1 | --- | --- | 7-78, 14-46 |
Signaling | 1 | Intelligence | -2 | 5-85, 7-77, 14-46 |
Singing | 1 | Charisma | +0 | 1-84 |
Slow Respiration | 1 | --- | --- | 14-46 |
Stonemasonry | 1 | Strength | -2 | 1-85 |
Swimming | 1 | Strength | +0 | 1-86 |
Weather Sense | 1 | Wisdom | -1 | 1-87 |
Weaving | 1 | Intelligence | -1 | 1-87 |
Whistling/Humming | 1 | Dexterity | +2 | 9-66, 14-97 |
Winemaking | 1 | Intelligence | +0 | 14-98 |
Proficiency | Slots | Ability | Check | Source(s) |
Administration | 1 | Intelligence | +1 | 2-59 |
Anatomy@ | 2 | Intelligence | -2 | 2-52 |
Ancient History^ | 1 | Intelligence | -1 | 1-77 |
Astrology | 2 | Intelligence | +0 | 1-79 |
Bookbinding | 1 | Intelligence | +0 | 2-52 |
Bureaucracy | 2 | Intelligence | +0 | 2-60, 6-73 |
Diplomacy | 1 | Charisma | -1 | 2-60 |
Engineering | 2 | Intelligence | -3 | 1-80 |
Healing | 2 | Wisdom | -2 | 1-81 |
Herbalism | 2 | Intelligence | -2 | 1-82 |
Languages, Ancient | 1 | Intelligence | +0 | 1-82 |
Law | 1 | Intelligence | +0 | 2-61, 6-75 |
Local History* | 1 | Charisma | +0 | 1-82 |
Musical Instrument* | 1 | Dexterity | -1 | 1-83 |
Navigation | 1 | Intelligence | -2 | 1-83 |
Oratory | 1 | Charisma | -1 | 2-61, 6-75 |
Orison | 1-3 | Wisdom | Special | Yogi Made |
Papermaking | 1 | Intelligence | +0 | 1-54 |
Reading/Writing* | 1 | --- | --- | 1-83 |
Religion | 1 | Wisdom | +0 | 1-83 |
Sage Knowledge | 2 | Intelligence | -2 | 2-54 |
Spell Recovery# | 2 | Intelligence | -5 | 4-100 |
Spellcraft | 1 | Intelligence | -2 | 1-85 |
Undead Lore | 1 | Intelligence | -1 | 2-61 |
Veterinary Healing | 1 | Wisdom | -3 | 5-86 |
Proficiency | Slots | Ability | Check | Source(s) |
Contact | 1 | Wisdom | +0 | 3-155 |
Endurance@ | 2 | Constitution | +0 | 1-80 |
Gem Cutting | 2 | Dexterity | -2 | 1-81 |
Harness Subconscious | 2 | Wisdom | -1 | 3-155, 11-18 |
Meditative Focus | 1 | Wisdom | +1 | 3-155, 11-19 |
Musical Instrument* | 1 | Dexterity | -1 | 1-83 |
Reading/Writing* | 1 | --- | --- | 1-83 |
Rejuvination | 1 | Wisdom | -1 | 3-155 |
Religion | 1 | Wisdom | +0 | 1-83 |
Proficiency | Slots | Ability | Check | Source(s) |
Ancient History^ | 1 | Intelligence | -1 | 1-77 |
Appraising | 1 | Intellgience | +0 | 1-79 |
Begging | 1 | Charisma | Special | 8-17, 13-92 |
Blind-Fighting | 2 | --- | --- | 1-79 |
Camoflage | 1 | Wisdom | +0 | 5-82 |
Crowd Working | 1 | Charisma | +0 | 9-66, 13-94 |
Disguise | 1 | Charisma | -1 | 1-80 |
Fast Talking | 1 | Charisma | Special | 8-17, 13-95 |
Forgery | 1 | Dexterity | -1 | 1-81 |
Fortune Telling | 2 | Charisma | +2 | 8-17, 13-95 |
Gaming | 1 | Charisma | +0 | 1-81 |
Gem Cutting | 2 | Dexterity | -2 | 1-81 |
Information Gathering | 1 | Intelligence | Special | 8-18, 13-96 |
Intimidation | 1 | Charisma/Strength | Special | 8-19, 14-44 |
Juggling | 1 | Dexterity | -1 | 1-82 |
Jumping | 1 | Strength | +0 | 1-82 |
Local History* | 1 | Charisma | +0 | 1-82 |
Looting | 1 | Intelligence | +0 | 8-19, 13-97 |
Musical Instrument* | 1 | Dexterity | -1 | 1-83 |
Prestidigitation@ | 1 | Dexterity | -1 | 2-54 |
Reading Lips | 2 | Intelligence | -2 | 1-83 |
Reading/Writing* | 1 | --- | --- | 1-83 |
Set Snares | 1 | Dexterity | -1 | 1-84 |
Tightrope Walking | 1 | Dexterity | +0 | 1-86 |
Trail Signs | 1 | Intelligence | -1 | 5-86 |
Trailing | 1 | Dexterity | Special | 8-19 |
Tumbling | 1 | Dexterity | +0 | 1-87 |
Ventriloquism | 1 | Intelligence | -2 | 1-87 |
Voice Mimicry | 2 | Charisma | Special | 8-21. 13-97 |
Proficiency | Slots | Ability | Check | Source(s) |
Animal Lore | 1 | Intelligence | +0 | 1-77 |
Animal Rending | 1 | Dexterity | +2 | 7-72 |
Armorer | 2 | Intelligence | -2 | 1-79 |
Armorer, Crude | 1 | Intelligence | -1 | 7-73 |
Blind-Fighting | 2 | --- | --- | 1-79 |
Bowyer/Fletcher | 1 | Dexterity | -1 | 1-80 |
Camoflage | 1 | Wisdom | +0 | 5-82 |
Charioteering | 1 | Dexterity | +2 | 1-80 |
Diplomacy@ | 1 | Charisma | -1 | 2-60 |
Endurance | 2 | Constitution | +0 | 1-80 |
Gaming | 1 | Charisma | +0 | 1-81 |
Hunting | 1 | Wisdom | -1 | 1-82 |
Intimidation@ | 1 | Charisma/Strength | Special | 8-18, 14-44 |
Jousting | 1 | Dexterity | +2 | 6-74 |
Law | 1 | Intelligence | +0 | 2-61, 6-75 |
Leadership | 1 | Charisma | +0 | 7-77 |
Mountaineering | 1 | --- | --- | 1-83 |
Natural Fighting | 2 | Strength | +1 | 14-96 |
Navigation | 1 | Intelligence | -2 | 1-84 |
Running | 1 | Constitution | -6 | 1-84 |
Set Snares | 1 | Dexterity | -1 | 1-84 |
Spelunking | 1 | Intelligence | -2 | 5-85 |
Survival* | 2 | Intelligence | -2 | 1-85 |
Tracking | 2 | Wisdom | +0(-4) | 1-86 |
Trail Marking | 1 | Wisdom | +0 | 5-85 |
Trail Signs | 1 | Intelligence | -1 | 5-86 |
Weaponsmithing | 3 | Intelligence | -3 | 1-87 |
Weaponsmithing, Crude | 1 | Wisdom | -3 | 5-86, 7-79 |
Proficiency | Slots | Ability | Check | Source(s) |
Alchemy | 2 | Intelligence | -3 | 2-51 |
Alter Spell | 2 | Intelligence | -2 | Yogi Made |
Anatomy | 2 | Intelligence | -2 | 2-52 |
Ancient History^ | 1 | Intelligence | -1 | 1-77 |
Arcanology | 1 | Intelligence | -3 | 2-52 |
Astrology | 2 | Intelligence | +0 | 1-79 |
Bookbinding | 1 | Intelligence | +0 | 2-52 |
Cantrip | 1-3 | Intelligence | Special | Yogi Made |
Concentration | 2 | Constitution | Special | 2-53 |
Engineering | 2 | Intelligence | -3 | 1-80 |
Gem Cutting | 2 | Dexterity | -2 | 1-81 |
Herbalism | 2 | Intelligence | -2 | 1-81 |
Language, Ancient^ | 1 | Intelligence | +0 | 1-82 |
Navigation | 1 | Intelligence | -2 | 1-83 |
Papermaking | 1 | Intelligence | +0 | 2-54 |
Prestidigitation | 1 | Dexterity | -1 | 2-54 |
Reading/Writing* | 1 | --- | --- | 1-83 |
Religion | 1 | Wisdom | +0 | 1-83 |
Sage Knowledge* | 2 | Intelligence | -2 | 2-54 |
Spell Recovery# | 2 | Intelligence | -5 | 4-100 |
Spellcraft | 1 | Intelligence | -2 | 1-85 |
* = specialization
field must be chosen
^ = specialization
field may be chosen, or general at additional -2 to check
@ = non-standard
grouping for Yogi's campaigns only
# = Planescape
only
Sources
(source number - page number)
1 - Player's
Handbook (black cover with barbarian smashing in door)
2 - Player's
Option: Spells & Magic
3 - Player's
Option: Skills & Powers
4 - Planewalker's
Handbook
5 - Complete
Ranger's Handbook
6 - Complete
Paladin's Handbook
7 - Complete
Barbarian's Handbook
8 - Complete
Thief's Handbook
9 - Complete
Bard's Handbook
10 - Complete
Wizard's Handbook
11 - Complete
Psionics Handbook
12 - Complete
Druid's Handbook
13 - Complete
Book of Humanoids
14 - Complete
Book of Dwarves
Special Notes and
New Proficencies
Alter
Spell
Believing that magic is a highly unique skill, this skills was born.
It has two very different uses for the personalization of a wizard spell
caster's magic
First, a spellcaster may use this proficiency to make a spell that he is
casting have a minorly different sesory effect. A successful check
can make a Fireball look green, magic missles scream like bottle rockets,
cause a chill touch to make the hand look glowing blue, or make a wall
of fod smell like a dead herring. This will have no numbers effect
or make a dramatic effect in the game (unless your opponent fears the smell
of herring). In the DM approves the use, a proficiency check is attempted
during the casting. If successful, the effect happens, but if it
fails, the caster has screwed too much with the magic, causing the who
spell to fail.
The other use is a more permanent effect. A wizard learning a new
spell may use this check to alter the spell with greater impact in the
game. This could include making a fireball into a coldball, making
magic missle into one singular missle with the correct total damage, or
turn a Cone of Cold into a Cone of Noise. Again, the change must
be DM approved, with significant changes requiring a more severe penalty
to the check, and it requires a check while learning the spell. A
failed check is treated as a failed learn spells roll, causing the caster
to have to try again next level. This adjustment is a permanent change
to the spell, and can not be changed back again. This can also be
done to a spell already know, but it creates a new spell to be counted
against the wizard's limits (from Intelligence).
Cantrip
Similar to the first level wizard spell of the same name, it has the same
effect, but is far more useful to a spellcaster. A cantrip is a minor
magical effect, such as a small glowing ball, the spark to light a pipe,
or causing someone to feel a minor itch. Either way, this effect
is so minor that it can cause no damage, and lasts only as long as the
spellcaster focuses on it. The slot cost is one for a wizard, two
for a partial spellcaster (such as a bard), or three for a non-spellcaster.
The check modifier is zero, minus one for each previous use of the proficiency,
and minus two for each failed check. These modifiers only count those
uses within the last 24 hours.
Know
Sigil
This proficiency was suggested to me at GenCon, and I like the idea.
Sigil is one of the most compact, busy city in the multiverse. Now,
while most people might now how to find the Hall of Information or the
Prison, but to know how to find the Styx Oarsman or Imeal's Happy Tounge,
a body must know Sigil well, and navigation in the berg's streets can be
a challenge. A cutter with this proficiency can find all major locals
in Sigil with no check, and might even know a city portal to save time.
A check would be called to find any particular place they know of.
It would also give some knowledge about most local laws and local personas.
This proficiency gives the cutter the knowledge of the average tout.
Modern
Languages
Allowed Languages
for Prime Campaign
Common | Dwarvish | Elvish | Elvish (Grey) |
Halfling | Goblin | Gnomish | Orcish |
Planar Common | Archon | Asuras | Baatezu |
Bariaur | Bladeling | Dao | Djinni |
Efreeti | Eladrin | Formian | Gehreleth |
Githyanki | Githzerai | Guardianal | Inner Planar Trade |
Khaasta | Lower Planar Trade | Marid | Modron (2 slots) |
Night Hag | Rimilari | Slaad | Tanar'ri |
Yugoloth |
Orison
This is very similar to the above Cantrip proficiency. The cost is
1 slot for a priest, 2 slots for a paladin or rangers, or three for non-priest
spell casters. It varies in that it has no modifier at first, but
later a -1 for each time the proficiency has been that day, and an additional
-2 for each failed attempt that day. Otherwise, it makes effects
as listed in Player's Option:Skills & Magic under the spell of the
same name.
Planar
Heraldry
So much in the multiverse is based upon beliefs, and people often show
these beliefs by joining a group and displaying that symbol. However,
not every faction of sect is well known. Therefore, a person with
this proficiency has studies these symbols and philosophies. It allows
a body to recognize a faction symbol in Sigil on sight without a check.
Any other sect requires a check, but success means knowledge of the group's
name and basic belief system. The better the chech is made, the more
knowledge is gained.