Proficiencies are abilities that are typically used outside of Combat scenarios (though there may be occasional use within Combat). Proficiencies are broken down into categories: Physical, Conversational, Knowledge, Interaction, Spontaneous, and Occupational.
Characters who are skilled in Acrobatics typically have an easier time keeping their feet in a tricky situation, such as tightrope walking, running across ice, or staying upright on a ship's deck (especially during a storm at sea). Characters who are skilled in Acrobatics may also use such a proficiency in the same way that someone with Performance might use that proficiency.
Characters who are skilled in Athletics can typically run, jump, climb, swim, and engage in strenuous sports in ways that are more effective or efficient than others (except sometimes those who are skilled in Acrobatics). However, this proficiency might also come into play when trying to do physically demanding actions such as kicking down a door or toppling a statue.
Characters who are skilled in Performance can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Characters who are skilled in deception can lie, obfuscate, or exaggerate in conversation - and potentially be believed.
Characters who are skilled in intimidation are capable of using the threat of force or sources of power in conversation to get what they want.
Characters who are skilled in persuasion are able to convince others through words or behavior to do as they want.
Characters who understand or are educated in the Arts & Cultures of Tamriel may use this proficiency to bolster or communicate their knowledge to others. This information may be about any fine art, any cultural artifact including languages (yes, even the "dead ones" like Ayleidoon or Dwemeris), or anything that that the DM accepts as being part of arts & culture.
Characters who understand or are educated in the History & Religions of Tamriel may use this proficiency to bolster or communicate their knowledge to others. This information may be about any history up until the Three Banners War (characters who can see the future should discuss this skill with @Katrushka/the DM before setting up a character sheet). This information can also cover any one of Tamriel's many religions, or all of them, depending on the character's backstory and the player's desire
Characters who understand or are educated in the Magicka & Sciences of Tamriel may use this proficiency to bolster or communicate their knowledge to others. This information may cover specific areas of magic or magic technology (Psijic, Ayleid, Dwemer, Mages Guild, etc.). This is also what characters who are versed in Tamrielic biology, alchemy, etc. might also use to gain more circumstantial knowledge or to communicate that knowledge to others.
Characters who are skilled in Animal Handling can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions or needs. They can also use Animal Handling to track animals, either wild or domesticated.
Characters who are skilled in Sleight of Hand are good at manual trickery, such as card tricks, pickpocketing, planting items on others, picking locks, and other such mundane prestidigitation.
Characters who are skilled in stealth are naturally better (typically) at concealing themselves from enemies, slinking past guards, slipping away without being noticed, or sneaking up on someone without being seen or heard.
Characters who are skilled in Insight can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves obtaining and deciphering clues from body language, speech habits, and changes in mannerisms.
Characters who are skilled in Perception can spot, hear, or otherwise detect the presence of something or someone. Character with high perception have exceptionally keen senses and/or good situational awareness.
Characters who are skilled in survival tactics can follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. These characters can also often sense traps that those with high Perception can also potentially sense.
Characters with expertise are typically experts in one or a few trades. This proficiency differs from lore because it is trade-focused, rather than academics-focused. Characters with this will need to name their area(s) of expertise and put that information on their character sheet.
Characters who are skilled in medicine have a better chance at stabilizing a dying companion or diagnosing and treating an illness without the use of healing spells. These characters may have surgical or alchemical knowledge (or both).
Characters who are skilled in nature can advise others on how to handle terrain, plants and animals, the weather, and natural cycles. Along with those who are skilled in survival, these characters may make excellent trackers and scouts, especially in naturally treacherous areas.
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