Proficiencies - Shadow Walker (WRR)

__TOC__
Of course, not all campaigns use the optional proficiency rules from the Player's Handbook and DUNGEON  MASTER Guide. If the DM and players are using these rules, shadow walkers have access to the General, Rogue, and Wizard categories. In accordance with the standard rules, they can purchase nonweapon proficiencies from the Priest category but must expend an extra slot for each such skill they wish to acquire. The same is true for the Psionicist group if players are using such characters in the campaign. Because of their utter lack of combat experience, though, shadow walkers must expend two additional slots to acquire proficiencies from the Warrior category.
==Weapon Proficiencies==
When first created, a shadow walker has only a single weapon proficiency slot. If a shadow walker must use a weapon with which he is not proficient, he receives a -4 penalty to his attack rolls.
As he advances in level, he acquires a new slot with every 4th experience level he attains, so his second slot becomes available at 5th level and his third at 9th level.
==Nonweapon Proficiencies==
Shadow walkers receive four starting slots for nonweapon proficiencies, just as other rogues do. This total can be modified normally for characters with unusually high Intelligence scores.
As shadow walkers advance in level, they receive a new nonweapon proficiency with every fourth experience level, so a new slot becomes available to the character at 5th level and another at 9th level.