Proficiencies (CTH)

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The use of nonweapon proficiencies in your campaign is highly recommended, especially if you are going to make use of the thief kits that we present in this book. Proficiencies are the best way to quantify the various talents that distinguish one thief kit from another.
This chapter is entirely devoted to nonweapon proficiencies. It includes a reference table with a complete list of proficiencies available to thieves, including several that are new. The new proficiencies are described below.
 Table 1: Nonweapon Proficiencies—Thieves
GENERAL 	THIEF 	NEW THIEF
PROFICIENCIES* 	PROFICIENCIES* 	PROFICIENCIES**
 	 	
Agriculture 	Ancient History 	Alertness***
Animal Handling 	Appraising 	Animal Noise
Animal Training 	Blind-fighting 	Astrology
Artistic Ability 	Disguise 	Begging
Blacksmithing 	Forgery 	Boating***
Brewing 	Gaming 	Endurance
Carpentry 	Gem Cutting 	Fast-talking
Cobbling 	Juggling 	Fortune Telling
Cooking 	Jumping 	Herbalism
Dancing 	Local History 	Hunting
Direction Sense 	Musical Instrument	Information Gathering
Etiquette 	Reading Lips 	Intimidation
Fire-building 	Set Snares 	Locksmithing
Fishing 	Tightrope Walking 	Looting
Heraldry 	Tumbling 	Navigation
Languages, Modern 	Ventriloquism 	Observation***
Leatherworking 	Reading/Writing 	
Mining 	Religion 	
Pottery 	Survival 	
Riding, Airborne 	Tracking 	
Riding, Land-based	Trailing 	
Rope Use 	Voice Mimicry 	
Seamanship 	 	
Seamstress/Tailor 	 	
Singing 	 	
Stonemasonry 	 	
Swimming 	 	
Weather Sense 	 	
Weaving 	 	
: * Proficiencies listed in this column are fully described in the AD&D® 2nd Edition Player's Handbook, pp. 56-65.
: ** These new proficiencies for thieves are described in the text of this chapter.
: *** If the DM so wishes, these may be considered general proficiencies, available to characters of any class without additional nonweapon proficiency slot cost.
==New Proficiencies==
Each description below starts with the following information: the name of the proficiency, the number of slots required for its selection, the relevant character statistic (e.g., Intelligence), the check modifier for using the proficiency, and the thief kit(s) for which this proficiency is appropriate (i.e., required or recommended).
Thieves of any kit may choose any of these new proficiencies. However, if the kit is not listed as appropriate in the proficiency's description, then an additional proficiency slot beyond the number listed is required, just as if the proficiency were restricted to another class (cf. Player's Handbook, p. 54). This is why a "# of slots required" is always listed, even though a given proficiency may not cost any slots to thieves who take certain kits.