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PC Q&A 04: Nonweapon Proficiencies, Languages, Reading/Writing

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It would be fun and informative to compare everyone's NWP list, and see what our secondary-skills are like collectively. Don't forget the first part of all the PC polls... Please start by stating your PC's Name, Species Class Kit, like the format below. Re-enforcing the identity helps me to learn and recognize the characters. PLAYER NAME and/or ROLL20 NAME CHARACTER NAME, SPECIES CLASS KIT and perhaps a very short note profiling this character (10-15 words or less). List your NWP's (Nonweapon Proficiencies). Name Of Each NWP your character has learned? If you got it "Free" or "Required" with your Class/Kit or otherwise, mention that. "(Free NWP From my Kit)". Don't worry about listing how many NWP slots you started with, or how many slots you spent on each item. But if you have slots remaining, mention that and you can get ideas from other people or learn a skill that no one else picked. How does each NWP fit with your character? Write 1 sentence per NWP about how your character uses that NWP, or plans to use it, or where you learned it, or why you selected it for the game. (Optional, but fun for RP reasons). Languages -- List your languages here including Speaking, add (Reading/Writing) if you can do it per-each-lang. Following the language rules of this campaign, you get 1 language free automatically, additional languages cost NWP slots to learn Speaking plus additional NWP slots for reading/writing of each language. Mages can Read Magic for free in addition to their starting language. Kenku have their own unique communication methods which Flutic will describe (mention it here please G, and play out the circumstances more fully in-game).
Name: Jack Character: Anariel Race: Grey Elf Class: Mage, Militant Wizard NWP Blind Fighting - Spellcraft - she learned from studying arcane tomes and scrolls Ancient History - learned from the books in the Grey Elf enclave Survival - learned from her escapades into the wilds Swimming - learned whilst out in the wilds Astrology - learned the stars as a guide to help her navigate Languages Common R/W Elvish R/W Air Elemental Read Magic
Kryikh (yes, I finally decided on his name, and it isn't Flutic) -- Kenku Transmuter Languages -- Kenku communicate telepathically with each other, they can't speak. Some of them can understand Common, but in order to communicate with non-Kenku they use sign-language and pantomime. Kryikh can understand Common, and can even read and write it. But will he be able to develop his telepathy in order to communicate with non-Kenku? We shall find out! (He certainly would not be able to read others' minds, though, it only works by actively transmitting). Other NWPs Disguise -- this is a Kenku thing, they like to blend in in cities Direction Sense and Weather Sense -- I thought these would make sense for a bird-man That's all I have right now, which leaves me with I think 4 or 5 slots. I will probably leave a couple for potential languages, or might just take Orcish and/or Lizardman. Then I will probably take at least one more Kenku-related NWP -- Alertness, Hiding (2 slots) or Danger Sense (2 slots). I am leaning towards Hiding.
Name: Oscar Character: Bozok of the Hand Race: Minotaur Class: Warrior: Fighter Non-weapon Proficients Direction sense (Free) - Racial proficiency Alertness(Free) - Racial proficiency Armourer - Finding or fitting armour for minotaurs is difficult you have to know a thing or two. Weather Sense - Natural animal instincts Natural Fighting- Fighting with horns/hooves in the past Fishing I'm willing to change out weather sense or fishing for something like another language to make communication easier. Languages Common R/W Minotaur
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Read thread from the Top to get the idea. 2 Pending replies on NWP survey: Patrick will be along to post his NWP's and Languages for Mithros the Elf Archer. Maxx should be coming along to post his NWP's and Languages for Grys the Deep Dwarf. Languages and Communication Lines among the party The catch is Mithros has a moderate unremarkable INT and has been somewhat insular to the Elvish forests, being a member of the Elf vanguard to the west --- he speaks only Elven so far, and doesn't know a Common tongue yet. Grys has lived his entire birth to youth 100% underground, without a hint of sunlight. His INT is also only moderate, and he's devoted most of his Intelligence for learning other skills (not much given to languages). He only speaks Deep Dwarf or Dwarven so far, and hasn't really heard of the Common tongue of those who live in surface & sky. The good news is Anariel the Grey Elf is highly learned. She speaks & reads & writes in Elven and Common languages. She can translate to Mithros when the party convenes. The Kenku can only talk to you by telepathy (and that's only after you guys play-it-out in-game and learn to receive his telepathic signal request), or pantomime waving his arms. That throws another whole... interesting dynamic... in the situation. We'll have to play it out in the game to find the lines of communication & see what works. This should be for Fun & Personality & RP & color, not meant as a hinderance on gameplay, nor as a major tactic or strategy. Though I think you might be able to use the Kenku's silent telepathy for some tactical benefit at some point. Here are some ideas that might resolve some of the linguistic obstacles, Grys may want to Save an NWP point for learning Common Language, or exchange an NWP if necessary later. Perhaps a Mage can cast a spell that helps with translations. Perhaps the Minotaur could learn Dwarven for some reason, and use that to translate Common statements to the poor Deep Dwarf. Perhaps the Kenku can learn to understand more languages like Dwarven, then he could telepathically relay translated messages. Mithros may want to Save an NWP slot or earn a new slot later for eventually learning some of the Common speech. Anariel could learn the dwarven speech, or other ideas can develop as the game goes on!
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Gold I have kept one NWP open specifically for that reason so that Grys can learn common or elven as he encounters the party to more easily communicate. I will post my other NWP and information on those soon. Also I can use an Orison I think to help with language comprehension if need be as wel. Also the Minotaur learning Dwarven is not a bad idea they are after all underground creatures many times though it seems your Minotaur may be a little more on the Kyrnn side of things. NWP Kit Endurance- The life of a Dwarven priest can be an exhausting one and many train themselves to have a great amount of endurance so they may continue their labors. Grys like any other Dwarven priest and perhaps even more appreciates this training as his god called him to battle and service. Religion- All priest are taught in the ways of their own religion and its traditions and history. Grys took well to these teachings a wise Dwarf who has always embraced his religions teachings and codes. Also taught is sometimes the religions of forces of opposition and those gods who would do battle or call his an enemy so that he may understand and combat them more effectively. Dwarf Runes- Dwarven priest are taught these runes to leave as markings and inscriptions for certain rites and rituals. They also use them sometimes to communicate or leave messages. Grys has used these runes to aid fellow soldiers by placing runes of war or protection on weapons and armor. Local/Dwarf History- Dwarven priest often act as keepers of their cities and outpost history and larger Dwarven culture and history. Grys like any other priest has devoted a portion of his time in the priesthood to learning the history of his home and for him much of his attention was to the enemies of his kind. NWP Acquired Healing- While at war in the deeps Grys found a knack for treating and healing soldiers wounds. Singing- Grys is a singer, but singing of the Dwarves is deep solemn and most like chanting many times. He found while weary from battle and around a fire it brought great relief to himself and others to sing songs of their people and their gods. Ancient History- Grys had an interest in the ancient history being so far underground it comes in handy to try and understand the ruins and remnants ancient things and perhaps even where they came from. Intimidation- A blade is not always the most useful tool to end a struggle and often Grys has found having the skill of intimidation can save one from needless blood shed. Underground Survival- The underground is a dangerous place and almost any Dwarf would be well served to learn how to survive on his own or help others survive and so Grys took to learning how. Languages Dwarven R/W Reserved Proficency
Mithros' saving a NWP slot sounds like a good idea, until you realize that it wouldn't help - he's not allowed to learn any other languages until his Intelligence goes up somehow!
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Patrick v. said: Mithros' saving a NWP slot sounds like a good idea, until you realize that it wouldn't help - he's not allowed to learn any other languages until his Intelligence goes up somehow! You can though. We use the optional-optional ruling, where-in you can still spend a NWP slot to learn Common language. DM approved. Of course we discussed this verbally in the game today & I'm answering it here for our forum notes! A couple of the characters are just starting to learn Common and have only rudimentary vocabulary so far. It's kind of interesting, I'm enjoying the progression of you all communicating with one another.
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Yup! Mithros Elf Ranger Archer Nonweapon Proficiencies known at start: Ancient History of the Elves Artistic ability: Sculpting and Woodworking, Carving Bowyer (makes Bows) / Fletcher (makes custom arrows) Navigation - especially using stars and moon Hunting Survival (Forest) Tracking --- DM adding the above info needed for this thread & as below in italics. I delayed Animal Training until a later date, to make room for the Common language when he's become good enough at it. Of course, now his list of "skills I really should learn" looks roughly like this: * Common (in progress) * Animal Training (dogs) --- Mithros has natural affinity for animals as an Elf Ranger and owns his dog, but would like to become more of an expert in handling dogs and animals.-DM. * Dancing -- He engages in a form of spiritual / Moonbow goddess worship dance, and hopes to eventually gain the NWP to represent increasing talent at this.-DM * Religion --- wants to learn more & constantly studying and gleaning insight from the stars/moon/dreams. DM * Persuasion --- wants to learn better skill. DM * Poetry --- wants to learn to write better/expert poems. DM * Animal Lore Foraging (although he can more or less do those things by default as a Ranger) * Foraging (he can more or less do this anyway as a Ranger) * and then there's people who want to teach him to read and write, of course. It's nice to have ambitions - even if most of them consist of means of expressing yourself!
Name: Chris Character: Airen Race: Bullywug Class: Conjurer, specialist NWP Free: All learned while growing up / surviving in the swamplands. Swimming Direction sense Fishing Hunting Survival (swamp) Weather sense Wild fighting NWP: Riding-land - After meddling with magic for some time I learned how to conjure large lizards. While these lizards weren't particularly skilled in combat I noticed that they were fairly quick - quicker than me anyways. After trial and error I was eventually able to learn how to ride them allowing me to travel longer distances at a decent pace. Spellcraft - learned while studying magic Herbalism - Learned out of necessity growing up in the swamp Languages: Bullywug S/R/W - language of my people Common S(crude) - secondary language picked up interacting with travelers and the marketplaces. I understand quite a bit but speak it crudely Lizardman S/R/W - Lizardmen inhabit the same marshlands that I am from Elvish S/R/W - *will edit after approval Read Magic - conjurer
Errr. How do you get that many free NWP? Remember, that you need to pay 1 extra NWP slot per proficiency if it's not part of your class (Wizard). Also, each language beyond your base one (Bullywug) costs one NWP slot.
All of the free NWP's are listed under bullywug complete book of humanoids and were approved by gold (they are products of growing up / surviving in the swamplands.) All other NWP's were attained through points (2) S/R/W lizardman, (2) S/R/W elvish, (2)herbalism, (1)spellcraft, (1)Riding-land.
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I'll work it out with Mithros if you feel you're short on NWP. Chris understood me and got it down as I instructed-approved. In the books some species & classes & kits start with more free ones than others. Bullywug was limited to 14 max, in 2 of the scores (including INT, the one which could give you NWP slots to spend), which is a fairly significant limitation. That starting-drawback is somewhat compensated by having a lot of free swamp-related survival-related NWP skills and naturally tough frog hide. Another comparison is the bullywug took virtually no starting gear, he's just a swamp frog with no clothes, he has one spear. So everybody has strengths and benefits, and believe me, every PC has drawbacks and weakness too, and things the Player wants to accelerate and improve as the game goes on. In conclusion I don't see a problem with Airen having hunting, fishing, swimming (and a few more along those lines, which are written in the official Complete Book Of Humanoids), for free, and all those are likely to help the party (not just an individual boon). I'm happy to review the Elf's NWP's and boost you up a bit in that area -- or better yet, allowing Mithros to "pick up" some NWP slots by studying/practicing whatever skills you want, in the game world, as you have already been doing with Common language, if that helps.
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NWPs Rope use Sandoval is good with a rope in many ways, such as tieing knots, setting traps, climbing things. Ever since childhood, Sandoval would go out on adventure and he learned the many uses of a rope, which saved him many a time. Tracking Sandoval has learned the basics of tracking in his youth. Hunting, and thus tracking, was always one of his favorite activities. He refined the art during his service in the Elven Vanguard that is clearing the land for the migrating Elves. Languages Elf Common Sandoval lost the ability to read and write because of a heavy concussion.
Torvald the Dwarf has the following: NWPs Mining Smelting Appraising Navigation (Underground) Survival (Underground) Local Dwarf History Local Area History Languages Read/Write Dwarf Runes Speak Dwarf (All) Speak Common Speak Orcish Speak Goblin