Proficiencies:
A proficiency is a learned skill that isn't essential to the
character's class. A ranger, for example, may find it useful to know
something about navigation, especially if he lives near an ocean or sea
coast. On the other hand, he isn't likely to suffer if he doesn't know how
to navigate; he is a ranger, not a sailor.
Proficiencies are divided into two groups: weapon proficiencies
(those related to weapons and combat) and nonweapon proficiencies (those
related to everything else).
All proficiency rules are additions to the game. Weapon
proficiencies are tournament-level rules, optional in regular play,
and nonweapon proficiencies are completely optional. Proficiencies are not
necessary for a balanced game. They add an additional dimension to
characters, however, and anything that enriches characterization is a bonus.
If weapon proficiencies are used in your game, expect them to apply to all
characters, including NPCs. Nonweapon proficiencies may be used by players
who enjoy them and ignored by those who don't without giving unfair
advantages to anyone (provided your DM allows this; he's the one who must
deal with any problems).
Once a proficiency slot is filled, it can never be changed or
reassigned.
I am listing here some netbooks guides to proficiencies, and I also suggest you look into
the second edition players manual I have on my site, for proficiencies. Take note to the specialization
rules on the rules section of the main Darshan page.
Most of what a player character can do is defined by his race, class, and
ability scores. These three characteristics don't cover everything, however.
Characters can have a wide range of talents, from the potent (and intricate)
arts of magic to the simple and mundane knowledge of how to build a good
fire. The character's magical ability (or lack thereof) is defined by his
class. Lesser abilities, such as fire building, are defined by proficiencies.