Proficiencies - Guide (SNS)

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A guide receives three weapon proficiency slots at 1st level and a earns a new one every four levels (at the 4th level, 8th level, and so on). A guide suffers a -3 penalty when using a weapon with which he is not proficient. A guide also receives four nonweapon proficiencies at the 1st level and gains a new proficiency every three levels after that (at the 3rd level, 6th level, and so on).
At first level, a guide must take the Direction Sense proficiency. In addition, he must choose his other starting proficiencies from the following list: Navigation, Etiquette, Fire-building, Fishing, Heraldry, Modern Languages, Riding (land-based or airborne), Weather Sense, Ancient History, Local History, Hunting, Mountaineering, Survival, or Tracking.
Once he earns additional nonweapon proficiency slots through level advancement, he may choose any available skill; the limitations given above apply only to 1st level.
Several different types of guides are listed below, complete with descriptions of which proficiencies would best fit them. DMs do not have to select any of these templates. In fact, it is fairly simple to create a unique NPC guide from scratch. However, adventuring parties are most likely to encounter the common types of guides detailed below.
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Note that every guide, regardless of specialized training, receives a particular proficiency's special effect. Thus, if a navigator chose the Tracking nonweapon proficiency, he would receive the benefits that proficiency grants to the hunter.
Guides can choose proficiencies from the general, warrior, and rogue groups without additional cost.