WP & NWP
Posted: Mon Aug 20, 2018 10:00 am
by DM Juan
- [+] # WP and NWP, Int Bonus NWP
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NB: You do not round up.
Group Weapon Proficiencies Nonweapon Proficiencies Warrior 4 + 1 per 3 levels 3 + 1 per 3 levels Wizard/Magician 1 + 1 per 6 levels 4 + 1 per 3 levels Priest 2 + 1 per 4 levels 4 + 1 per 3 levels Rogue 2 + 1 per 4 levels 3 + 1 per 4 levels Guilder 2 + 1 per 3 levels 3 + 1 per level
Int Bonus Slots 2-8 1 9-11 2 12-13 3 14-15 4 16 5 17 6 18 7 19 8 20 9
- [+] NWP groups by class
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non-class skills cost 1 additional NWP slot to acquire.
Character Class Proficiency Groups Fighter Warrior, General Paladin Warrior, Priest, General Ranger Warrior, Wizard, General Cleric Priest, General Druid Priest, Warrior, General Mage Wizard, General Thief/Guilder Rogue, General Bard Rogue, Warrior, Wizard, General Magician Rogue, Wizard, General
- [+] NWP Master List
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Leadership NWP: This impact is calculated within BirMail, auto-rolled/checks to increase loyalty in 1 province at random.
NWP impact on adventures/Domain Actions: NWP Slots StatCheck Applicable Bonus +1 on successful check General Administration 2 Wis -1GB cost of Domain Actions (min. 1GB cost, except create/rule source, min GB 0); save 25% on upkeep Agriculture 1 Int +1 to Rule Province attempt Animal Handling 1 Wis "Holy" adventures Animal Training 1 Wis -1 GB cost to train Scouts Artistic Ability 1 Wis School (-1 Cost to Build) Blacksmithing 1 Str -1 GB cost to train Infantry, Pikemen Brewing 1 Int "Magical" adventures Carpentry 1 Str Watch Tower (-1 Cost to Build) Cobbling 1 Dex +5% survival chance on the attrition check for armies Cooking 1 Int +5% survival chance on the attrition check for armies Dancing 1 Dex Gymnasium (-1 Cost to Build) Direction Sense 1 Wis "Survival" adventures Etiquette 1 Chr Diplomatic Random Events Fire-building 1 Wis "Survival" adventures Fishing 1 Wis "Naval" adventures Heraldry 1 Int Required in order to Train Heavy Cavalry Languages, Modern 1 Int Speak the Language Chosen Law 2 Int +1 on Create Holding, Rule Holding, Settle Province, Rule Province [except sources, see spellcraft] Leadership 1 Cha Province Rulers have an automatic Agitate attempt in their turn report; impacts Festival Events Leatherworking 1 Int +5% survival chance on the attrition check for armies Mining 1 Wis Mine (-1 to cost of Mine) Multi-Cultural 2 Cha reduce penalty for out of culture by 1, to min of 1 (ie, human in goblin lands can reduce by 1, Human-Khinasi in Human-Anuirean cannot reduce) Pottery 1 Dex Granary (-1 to cost of Granary) Riding, Exotic 2 Wis Varsk, pegasus, etc - any non-standard horse Riding, Land-based 1 Wis required for training scouts, cavalry, heavy cavalry Rope Use 1 Dex "Ancient Ruins" adventures Seamanship 1 Dex Reduce Cost of Naval Vessels (except Coasters) by 1 Seamstress/Tailor 1 Dex +5% survival chance on the attrition check for armies Singing 1 Chr "Social" adventures Stonemasonry 1 Str Fortify(-1 to cost of Fortify Action) Swimming 1 Str "Naval" adventures Weather Sense 1 Wis "Holy" adventures Weaving 1 Int Shipyard (-1 Cost to Build) PRIEST Anatomy 1 Int Mausoleum (-1 Cost to Build) Ancient History 1 Int Library (-1 Cost to Build) Astrology 1 Int Monolith (-1 Cost to Build) Diplomacy 2 Wis +1 on Diplomacy Actions/Agitate Actions/Diplomatic Events/+1 Relationship Score on Foreign Events Engineering 2 Dex ALL Build Actions (-1 Cost to Build) Healing 1 Wis Hospital (-1 Cost to Build) Herbalism 1 Int Alchemy Lab (-1 Cost to Build) Languages, Ancient 1 Int Academy (-1 Cost to Build) Local History 1 Chr +1 to party level for adventures in province you rule/have a holding, or adjacent unexplored province Musical Instrument 1 Dex Cathedral (-1 Cost to Build) Navigation 1 Int +1 EPL, Naval-War 'Adventures' Reading/Writing 1 Int Don't have it, cannot read/write; required for Research Actions Religion 1 Wis Required to Train Holy Units Spellcraft 1 Int +1 to rule/create Source ROGUE Ancient History 1 Int Library (-1 Cost to Build) Appraising 1 Dex Treasury (-1 Cost to Build) Blind-fighting 1 Dex "Underground" adventures Disguise 1 Chr Espionage Action - Plant Spy/Spy Ring, Sabotage Forgery 1 Dex Espionage Action - Sabotage, Theft Gaming 1 Chr Espionage Action - Theft, Province Gem Cutting 1 Dex +1 on adventure treasure roll Intrigue 2 Wis +1 Espionage - All, Intrigue Events Juggling 1 Dex "Social" adventures Jumping 1 Str "Ancient Ruins" Adventures Local History 1 Chr +1 to party level for adventures in province you rule/have a holding, or adjacent unexplored province Musical Instrument 1 Dex Cathedral (-1 Cost to Build) Reading Lips 1 Int Espionage - Plant Spy/Spy Ring, Theft Set Snares 1 Dex Espionage - Sabotage, Assassination Tightrope Walking 1 Dex Espionage -Assassination, Theft Tumbling 1 Dex "Magical" adventures Ventriloquism 1 Int Espionage - Plant Spy/Spy Ring, Assassination WARRIOR Animal Lore 1 Int "Hunt" adventures Armourer 1 Int Training Grounds (-1 Cost to Build) Artillerist 1 Chr Siege Workshop (-1 Cost to Build) Blind-fighting 1 Dex "Underground" adventures Bowyer/Fletcher 1 Dex -1 GB Training Costs, Archers Charioteering/Sledding 1 Dex -1 to Cost of Building Roads Endurance 1 Con Required for Training Heavy Infantry Gaming 1 Chr Espionage Action - Theft, Province Hunting 1 Wis +1 EPL, War 'Adventure' Mountaineering 1 Con "Underground" adventures Navigation 1 Int +1 EPL, Naval-War 'Adventure' Running 1 Con "Hunt" adventures Set Snares 1 Int Espionage - Sabotage, Assassination Siegecraft 2 Str Can assault castles (can be used to oppose enemy check); modified by Castle level being targeted. Strategy 1 Str +1 EPL, War and Naval 'Adventure' Survival 1 Int +1 to Settle Province attempt Terrain Mastery 1 Wis Pick a Terrain type each time you take this NWP, +1 in all adventures in that province type (options: Plains, Hills, Heavy Forest, Low Mountains, High Mountains, Permafrost) Tracking 1 Wis +1 EPL, War 'Adventure' Weaponsmithing 1 Int Reduce cost to train Tier IV, and Tier V units by 1GB WIZARD Anatomy 1 Int Mausoleum (-1 Cost to Build) Ancient History 1 Int Library (-1 Cost to Build) Astrology 1 Int Monolith (-1 Cost to Build) Engineering 2 Dex ALL Build Actions (-1 Cost to Build) Gem Cutting 1 Dex +1 on adventure treasure rolls Herbalism 1 Int Alchemy Lab (-1 Cost to Build) Languages, Ancient 1 Int Academy (-1 Cost to Build) Navigation 1 Int +1 EPL, Naval-War 'Adventures' Reading/Writing 1 Int Don't have it, cannot read/write; required for Research Actions Spellcraft 1 Int +1 to rule/create Source
Admin NWP: Does not apply on Mustering units, Training Units, or Building Naval Units, or Buildings