# TOOLS PROFICIENCY (SECONDARY SKILLS) ###### tags: `DEADLY MARCHES` Базовые правила дают нам следующие соотношения: Weapon proficiency : 0,125 Feat (Weapon Master feat https://5e.tools/feats.html#weapon%20master_phb) Armor proficiency = 0,5 feat (Armored feat https://5e.tools/feats.html#moderately%20armored_phb) Skill: 0,33 Feat (Skilled Feat https://5e.tools/feats.html#skilled_phb) Language = Tools Proficiency = ~~Musical Instrument Proficiency = Gaming Set Proficiency~~ Langugage = 0.15 Feat (Linguist feat https://5e.tools/feats.html#linguist_phb) Tools proficiency + skill expertise = 0.52 (Prodigy feat) - tools proficiency = 0.12..0.19 ~ language Vehicles = Vehicles (land), Vehicles (Water), Vehicles (air) --- ## доп подход Specific tools = thieve's tools, herbalism kit, disguise kit, forgery kit, poisoner's kit, alchemical supplies ## Наши допущения 2 Standard Languages = 1 exotic Languages MUSICAL INSTRUMENT < TOOLS PROF GAMING SET < MUSICAL INSTRUMENT PROF Tools Proficiency < Language Skill Expertise > Skill proficiency SPECIFIC tools > tools Vehicls proficiency = tools proficiency --- feat = 24 FP MARTIAL WEAPON PROF = 0,125 FEAT = **3 FP** SIMPLE WEAPON PROF < MARTIAL WEAPON PROF -> SIMPLE WEAPON PROF = **2 FP** ARMOR PROF = 0,5 FEAT = **12 FP** SKILL PROF = 0,33 FEAT = **8 FP** TOOLS PROF = 0,25 FEAT = **6 FP** STANDARD LANGUAGE = TOOLS PROF = **6 FP** EXOTIC LANGUAGE = 2 X STANDARD LANGUAGE = **12 FP** MUSICAL INSTRUMENT < TOOLS PROF AND MUSICAL INSTRUMENT PROF = **4 FP** GAMING SET PROF = **3 FP** --- Proficiency point = Feat Point ## Cost of Secondary Skills in Proficiency points 2 PP = Simple Weapon Proficiency 3 PP = Gaming sets, Martial Weapon Proficiency 4 PP = Musical Instruments 5 PP = Tools Proficiency 6 PP = Standard Language 8 PP = Skill Proficiency, Exotic Language 12 PP = Armor Proficency, Ability Score Increase +1 ## Gaining Proficiency Points **FEAT** = 24 proficiency points = ASI +2 4x **Standard language** = 3x **Skills** = 3x **Exotic Language** **Tools proficiency** = 2x Simple weapon +1 PP, 2x gaming set -1 PP = Standard language - 1 PP **Exotic Language** = **Tools** + 3 PP = 2 **Martial Weapons Proficiency** +2 PP = **Standard Language** +2 PP ## Bonus Proficiency Points on 1st level depending on Intelligence modifier +1 = 8 PP +2 = 12 PP +3 = 20 PP +4 = 24 PP +5 = 32 PP ## Инструменты ремесленника ## Прочие ### Осадные орудия 6 PP ### Верховые животные (наземные) 6 PP ### Верховые животные (воздушные) 8 PP ### Транспорт (водный) - маленькие суда Vehicles (water, boats) 4 PP ### Транспорт (водный) - большие суда Vehicles (water, ships) 6 PP # SECONDARY SKILLS ## Lore Specific Knowledges as Secondary skills Sea Trade (Sword Coast) **Astrology.** **Astronomy.** **Warfare.** Warfare covers the knowledge of weaponry, fortifications, and military tactics, also it including lore about battles, coats of arms, weaponry, fortifications, and tactics **Trade lore.** It including lore about materials, manufacture, a specific craft (such as smithing, brewing, or cooking), and commerce. === The Knowledge skill represents your learning in a particular field of study. When you gain or choose this skill, you must also choose a field from the list below. Some backgrounds specify a field of knowledge, but others let you choose one or more. Your DM might let you define a different field related to your character’s background. Whatever your field of study, you normally apply your Knowledge skill to an Intelligence check. Arcana: Arcana is knowledge about magic- related lore and magical effects, including spells, magic items, arcane runes, magical symbols, ancient mysteries, magic traditions, and the elemental planes. It also helps you identify and deal with creatures that are constructs. Dungeoneering: Dungeoneering covers knowledge about tunnels, caverns, subterranean flora and fauna (including creatures such as aberrations and oozes], and the peoples living belowground. Dungeoneering covers many of the same topics as Nature, but only in regard to underground environments. Folklore: Folklore is knowledge about customs, aphorisms, and legends across the known world or the region of your DM's campaign. It also covers information about dragons (particularly individuals], fey creatures, and giants. Forbidden Lore: Forbidden Lore deals with the occult, the weird, and the forbidden, including cults and their practices, evil deities, curses and maledictions, and the lower planes of existence and their inhabitants, the fiends. This field also deals with undead creatures. Heraldry: Heraldry is a broad field representing the knowledge commonly gathered and propagated by heralds, including lineages, mottoes, and crests of various noble families and important people, as well as proper court behavior and etiquette, the basics of languages and dialects, current events (including the recent history of extant realms and lands], and humanoid cultures. History: History covers the knowledge of kingdoms, rulers, deities, and languages of ancient times (kingdoms and realms that are no longer extant]. It covers the general knowledge of humanoid histories. Nature: The field of Nature covers knowledge about the natural world, including terrain, naturally occurring plants and animals (including creatures of the plant and beast types], the weather, the seasons, natural cycles, and other natural phenomena. Religion: The field of Religion covers knowledge about common deities and their worship, prayers and blessings, mythic history, ecclesiastical traditions, and holy symbols. It also deals with the upper planes and their inhabitants, the celestials. Sciences: The field of Sciences includes knowledge about astronomy, physics, mathematics, and chemistry, insofar as knowledge of these sciences exists in the quasi-medieval world. It also covers what little knowledge exists about the Far Realm, if your DM’s campaign uses that alien plane of existence. Warfare: Warfare covers the knowledge of weaponry, fortifications, and military tactics. It also overlaps with History and Heraldry in the knowledge of great historical battles and renowned military commanders. LORE cultural lore including lore about the customs, aphorisms, and legends of a particular culture forbidden lore including lore about cults and their practices, lost languages, and the planes of existence and their inhabitants hobbyist lore including in-depth knowledge of a niche interest, such as current and past standings for a knightly tournament, art of a particular style, a deep understanding of a particular philosophy, or all the plays penned by a particular playwright magical lore including lore about spells, magic items, eldritch symbols, and magical traditions military lore natural lore including lore about terrain, plants and animals, the weather, and natural cycles planar lore including lore about the planes of existence, demiplanes, and planar mechanics Political lore including lore about kingdoms, rulers, courtly etiquette, and the lineages, mottoes, and emblems of noble houses religious lore including lore about deities, rites and prayers, ecclesiastical hierarchies, and holy symbols subterranean lore, including lore about caves as well as the flora, fauna, and peoples living underground