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NonWeapon Proficiencies

Nonweapon Proficiencies Weapon Proficiencies


Ambush
Base: Intelligence/ Knowledge
Modifier: Att -1 (Proficiency System); Base 7 (Point System)
Cost: 1 Proficiency Slots; 2 Character Points
Classes Allowed: Fighter

A character with this proficiency is skilled at laying ambushes and setting up surprise attacks. Most characters can set up an adequate ambush when the terrain favors it and they know the enemy is coming, but a character that purchases this proficiency is able to create ambushes where ambushes would not normally be possible.

Ambushes are impossible if the victims have already spotted the attackers; there’s no point in hiding then. When laying an ambush, the character with the ambush proficiency must make a successful proficiency check. If he is successful, each member of the ambushing party must make a successful Intelligence check. They recieve a bonus to their check equal to 1/2 the amount by which the proficient member made his check. For instance: Ibor has Ambush 12 and rolls an 8. All party members would then get a +2 (12-8=4/2) to their intelligence check. A failure indicates that the person reveals themselves to the enemy spoiling the ambush. Thanks to The Unofficial: Waterdeep City of Splendors for the idea for this proficiency.
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Dirty Fighting
Base: Wisdom/ Intuition
Modifier: Att -2 (Proficiency System); Base 6 (Point System)
Cost: 1 Proficiency Slots; 2 Character Points
Classes Allowed: Fighter, Rogue

A character with this proficiency uses dishonorable tactics to disrupt his opponents concentration. Dirty fighting may only be attempted once per opponent per combat. To use dirty fighting, a player declares so, and makes a proficiency check. His opponent must then make a successful save vs. paralyzation with a penalty equal to 1/2 the amount by which the proficiency check was made. If the opponent fails, the player recieves a +3 to hit in the next round. If the player describes a specific effect he is attempting, the DM should rule on a case by case basis, i.e. tossing dirt into the eyes.

If an opponent survives the encounter, they recieve a +4 to their save any time the same player tries to use dirty fighting on them in the future. The person is more wary of the player and will be looking for dirty tricks.
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Coordinated Attack
Base: Intelligence/ Reason, Wisdom/ Intuition
Modifier: Att -1 (Proficiency System); Base 6 (Point System)
Cost: 2 Proficiency Slots; 3 Character Points
Classes Allowed: Fighter, Thieves

This proficiency is only effective when it is known by two fighters. The fighters must be in adjacent hexes (back-to-back, side-by-side). Each fighter can then attempt a proficiency check. If both are successful, they mey share opponents; this usually implies that they are slowly rotaating back to back. The end result is that they can distribute their defenses and attacks. They recieve a -1AC bonus and a +1 to hit because their opponents have no idea who going to attack from which angle. It is even possible for one fighter to parry a blow aimed at the other fighter.
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Fast-Draw
Base: Dexterity/ Balance
Modifier: Att -1 (Proficiency System); Base 7 (Point System)
Cost: 2 Proficiency Slots; 3 Character Points
Classes Allowed: Fighter, Thieves

The Fast-draw proficiency allows a character to draw a weapon and use it in that round. A failed roll means that they fumble the weapon and cannot use the weapon until the next round. They also automatically lose initiative. A roll must be made for each weapon if used in conjunction with the two weapon style.
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Spell Tactics
Base: Intelligence/ Knowledge; Wisdom/ Intuition
Modifier: Att -2 (Proficiency System); Base 5 (Point System)
Cost: 2 Proficiency Slots; 3 Character Points
Classes Allowed: All

The Spell Tactics proficiency has two distinct aspects. The first applies to large scale combat. A character with this proficiency understands the capabilites of magic and their best implementation into a battle plan. This does not mean that the person is familiar with every spell known nor is the person knowledgable in the use or creation of spells. It simply means that the character has learned the basics of spells combat and understands its limitations and capabilites. A contest of spell tactics is handled in the same manner as a contest of tactics.

The second aspect of this proficiency deals with fighters in individual or small scale combat. It applies only when a fighter is the target of a given spell and then only if the fighter is able to see the spellcaster. Furthermore, the spell must have a visible effect such as a fireball or a lightning spell. If a successful proficiency check is made, the character recieves a +2 to their saving throw. This represents the characters ability to anticipate the spell and react accordingly.
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Style Analysis
Base: Intelligence/ Knowledge; Wisdom/ Intuition
Modifier: Att -1 (Proficiency System); Base 6 (Point System)
Cost: 2 Proficiency Slots; 3 Character Points
Classes Allowed: Fighters, Clerics of War Gods

Style Analysis allows a fighter to determine his opponents fighting style and use that information to his advantage. The fighter must observe the person in combat for one round. He can observe from a distance or be engaged with the person in melee. After one round, the fighter makes a proficiency check. He recieves a negative modifier for each level, he is lower than his opponent and a positive modifier for each level he is higher than his opponent. If the check is successful, he recieves a -1 to his AC and a +1 to all parrying attempts against that foe. If he fails, he misinterprets the style and suffers a +1 penalty to his AC for the next round.

This proficiency can also be used to learn fighting style maneuvers that are not part of a particular fighting style. First, the fighter must observe the maneuver. He must do so while not in combat and with extreme attention to detail. He can later attempt to teach himself the maneuver. He must make a proficiency check at -6 to learn the new maneuver. This penalty is reduced by one for each time he has seen the maneuver to a maximum of -2.
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Sword Throw
Base: Dexterity/Aim, Strength/Muscle
Modifier: Att -2 (Proficiency System); Base 6 (Point System)
Cost: 1 Proficiency Slots; 2 Character Points
Classes Allowed: Fighter, Clerics, Rogues

This proficiency is allows a fighter to throw his sword as if it were a missle weapon. They must roll an attack roll with a -2 to hit. Magical bonuses from the weapon only count towards damage however, strength and dexterity modifiers do apply. The range of the weapon is equal to the fighters strength in feet x2. This proficiency is specific to each type of weapon. Every sword has its own balance and weight and therefore must be learned seperately. A fighter may add additional weapons at a cost of 2 per proficiency slot or one per character point.
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Tactics
Base: Intelligence/ Knowledge; Wisdom/ Intuition
Modifier: Att -1 (Proficiency System); Base 6 (Point System)
Cost: 2 Proficiency Slots; 3 Character Points
Classes Allowed: Fighter, Clerics of War Gods

The Tactics Proficiency represents a character's knowledge of combat tactics. There are many different styles of tactics. Each of which must be learned as a seperate proficiency. For instance, the tactics used for mountain combat will be different from those used on the plains or in caves. A character with this proficiency also has a general knowledge of traps in regards to warfare and has a 1 in 6 (1 on a 1d6) chance of spotting a trap before he becomes a victim.

When running large scale combat campaigns, a contest of skills is rolled secretly by the DM. If the character exceeds his/her tactics roll by more than their opponent, the DM should give the characters a fairly accurate description of where the enemies will likely attack and what types of tactics they may employ. If the contest of skills results in a tie, The DM should give the characters some general information and point out several possible places for attack without defining the exact point of attack. If the character loses the contest of skills, it means the enemy commander has outguessed them. They should recieve no information on the upcoming battle. In addition, any traps set by the PC's will be less effective against the enemy. The exact effects should be up to the individual DM and the circumstances involved.
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Trail Hand
Base: Dexterity/Aim; Intelligence/ Knowledge
Modifier: Att -1 (Proficiency System); Base 8 (Point System)
Cost: 1 Proficiency Slots; 2 Character Points
Classes Allowed: Fighter, Rogue

Trail hand is a simplified sign language developed by fighters and later employed by rogues and rangers to great extent. It is employed where silence is of utmost importance and can play a major role in ambushes and sneak attacks. The sign language allows the fighter to communicate basic commands and thoughts such as: stay low, stop, move slowly, spotted enemy, number of enemy, etc. Both parties must have the proficiency in order for it to be useful.
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Weapons Lore
Base: Intelligence/ Knowledge
Modifier: Att -1 (Proficiency System); Base 7 (Point System)
Cost: 1 Proficiency Slots; 2 Character Points
Classes Allowed: Fighter

The proficiency of weapon lore reflects the training and lore passed on to the fighter by his teachers. It allows a fighter to simply look at a weapon, and tell basic things about its use, proficiency, and special abilities. For instance, a fighter attempting to identify a ransear could tell that it is a two-handed weapon, usable only from foot, and is designed to attempt to dismount a knight from his war-horse, if the fighter makes a successful weapon lore check. After extended use with a weapon, a fighter would be able to tell if the weapon is magical and perhaps even what pluses the weapon has (usually this last knowledge is from a successful proficiency check at a -6 or more penalty). Thanks to The Unofficial: Waterdeep City of Splendors for this proficiency.
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Original content ©1999–2001 Brian D Swedorski. New content ©2025–2026 Jeff. User-submitted material remains the property of its respective authors.