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Jo'Mase's AD&D New Proficiencies

NEW PROFICIENCIES

Many of the proficiencies below are the former thieving and bard skills converted into proficiency form. Thieves and bards as a class no longer exist in my world, so I allow these to be taken. Use my proficiency system when using these skills, or they will be too powerful if used in regular AD&D style. The proficiency is in italics with the ability score on which the proficiency is based in parenthesis. The base cost is indicated after the dash. For those proficiencies which were once thieving skills, apply the armor penalty modifiers to the skill when used, as a bonus or penalty to the roll. Each 5% of the former penalty(or bonus in the case of the no armor worn situation) converts into a 1 point penalty(or bonus) to the skill check. Dexterity modifiers are already accounted for in the basic proficiency system, but racial modifiers must also be included. These are dealt with as above, for armor penalties, but instead of just modifying the skill roll, these racial modifiers actually modify the rating itself.

General Group Proficiencies

Detect Noise(INT)-1 slot

This skill works as the thief skill did. Ambient noise, very thick doors/walls(if trying to listen for sounds on the other side of them), etc. will all penalize this check to a degree determined by the DM.

Diplomacy(CHA)-1 slot

This skill operates as the bard reaction modifying ability did. The group to be influenced must not be attacking or about to attack. The diplomat can influence as many listeners as can hear him. If the diplomat makes his skill roll, he can shift the reaction of those who heard him 1 step in either direction he desires. If he fails, those whom he failed to influence ignore him. If he makes a serious blunder(see Proficiency Rules), they actually end up shifting their reaction 1 step in the opposite direction the diplomat was trying for. The DM should apply any situation modifiers he feels are appropriate, such as alignment, racial, or major political differences between the diplomat and the crowd. For example, for every step of difference in the alignment, apply a -1 penalty. Apply similar penalties for racial or political differences.

Adventurer Group Proficiencies

Pick Pockets(DEX)-2 slots

This skill works as the thieving skill did. If conditions are favorable or adverse to the use of this skill, the DM should apply bonuses or penalties as appropriate. A serious blunder(see Proficiency Rules) indicates the attempt was discovered. A victim can attempt an opposed skill roll against the pick pocket using his perception rating(see Misc. Modifications). If the victim’s skill roll, both succeeds and is higher than the pick pocket’s skill roll, the attempt is discovered. If the pick pocket failed his roll, then as long as the victim’s roll succeeded, the attempt was noticed.

Open Locks(DEX)-2 slots

This skill works as the thieving skill. Any quality/poor lock penalties/bonuses are figured in as a bonus or penalty to the skill roll. Each 5% converts into a 1 point modifier. In addition, this skill requires some time, so a rushed attempt will involve penalties(see Complete Thieves Handbook). A serious blunder(see Proficiency Rules) results in the lockpick tools breaking.

Find/Remove Traps(DEX)-2 slots

This skill works as the thief skill did. If rushed, it also will be penalized. If this skill is used against large traps, which is not normally allowed, treat this as a very extraordinary feat, with a penalty from -4 to -12, depending on the quality of the trap, and how familiar the user is with such traps or those who created it. A serious blunder(see Proficiency Rules) results in the trap being triggered. Magical Traps impose a -8 penalty, so only Experts can find and disarm these.

Warrior/Adventurer Group Proficiencies

Hide in Shadows(DEX)-2 slots

This skill works just like the thief skill did. Good or poor conditions for hiding, will give a bonus or impose a penalty to see if the user has hidden well enough(these modifiers are up to the DM). Those who might have a chance to notice the hidden person can attempt an opposed skill roll using their perception rating(see Misc. Modifications), and if their skill check roll is both successful and higher than the hiding roll of the hiding individual, the observer has discovered the hidden person. Finally, even a failed hide in shadows roll will give some limited obscurement to the hiding individual, if it was not a serious blunder. Those who might notice the hiding person who failed his hide in shadows roll, must still roll a perception check, but get a +1 per point over the hiding fellow missed his check by.

Move Silently(DEX)-2 slots

This skill works like the thief skill did. Movement over a noisy terrain(dry leaves, creaky wood floor, etc.) or in an already very quiet environment will impose possible penalties to the skill, as the DM deems appropriate. Someone within hearing range can attempt an opposed roll against the silent mover, using either his perception rating(see Misc. Modifications) or Detect Noise skill, whichever is better, and if their skill check both succeeds and is higher than the silent mover’s skill check, he is heard. If the usual movement rate of 1/3 the user’s normal movement rate when moving silently is increased, this will impose a penalty of around -1 for every 10% increase in the usual 1/3 movement rate. So a 100% increase in speed would be 2/3 the normal movement rate of the user and would impose a -10 to the check. Finally, even a failed roll, if not a serious blunder, will give some stealth to the user. Those in hearing range must still make a perception or detect noise check to hear the mover, but get a +1 bonus for every point the silent mover failed his skill roll by.

Climb Walls(DEXx2)-1 slot

This skill operates as the thief skill did. Apply any bonuses/penalties for the type or condition of the surface climbed by converting the percentage modifiers into point modifiers. Every 5% converts into a 1 point modifier. If the climber is hindered in any way, such as by an enemy attacking, a penalty is imposed on the skill check, the degree of which is up to the DM. Also, climbing faster than the normal rate allowed imposes a -1 penalty per 10% increase in the usual movement rate allowed.

Inspire(CHA)-2 slots

This skill allows the user to inspire his allies or companions if they are close at hand and can hear his attempt. It requires at least 3 rounds of uninterrupted speech to work. The user can affect all within 10 feet per point of rating in this skill he has. The effects last for a number of rounds equal to his rating. He can renew the effect with a new skill roll, but only if those to be affected are out of combat. The effect he can inspire depends on the user. He can choose to give all affected a +1 to their to hit rolls, or a +1 to their saves or, finally, a +2 to their moral. For every round beyond the initial 3 he spends inspiring them, he gets a +1 per additional round to his skill roll, but this cannot exceed a +4 bonus. If a serious blunder occurs(see Proficiency Rules), he not only fails to inspire them but cannot attempt another try with these people for 1 full day. Reducing the base time of 3 rounds to 2 rounds requires a -4 check. Reducing the base time to but 1 round requires a -8 check. Additionally, if the creatures to be inspired are of very different race/class or alignment to the one attempting the inspiration, the DM should apply penalties. Those of exact matching alignment, race and class should give bonuses to be inspired.

Critical/Vitals Strike(INT)-2 slots

This skill allows the user to backstab as a thief. The victim must be unaware of the attack(surprised) for it to work to full effect. Novices(rating 1-6) can cause double damage, Skilled(rating 7-12) can cause triple damage, Experts(rating 13-18) can cause quadruple damage and Masters(rating 19+) can cause quintuple damage. If the user’s attack roll both hits his target and the same roll would pass his skill check, he also inflicts a critical hit result on the target, determining the severity by the usual means(weapon size vs. target size), but the location is chosen by the user. The target gets the usual save to avoid this critical result, but the damage is still inflicted according to the user’s skill ranking, as above. This skill only applies to humanoid type creatures, and only those not more than twice the attacker’s size. If the target is not humanoid, then apply a penalty based on how far from humanoid the target is, and this penalty will modify the skill rating, to determine the new modified ranking the attacker would then fall into. Every 1’ over twice the attacker’s size the target is imposes another -1 penalty.

Mage/Priest/Adventurer Group Proficiencies

Read Languages(INT)-2 slots

This skill mimics the thief skill of the same name, with the same effects. Bonuses or penalties for the familiarity or alien nature of the document should by imposed by the DM if appropriate. A serious blunder(see Proficiency Rules) results in a false reading. Additionally, Experts and Masters can attempt to decipher magic and holy writings on scrolls. To read a mage or priest scroll, a check at a -8 is required. Experts would reduce this by 2 points to a -6 check, and Masters would reduce it by 4 to a -4 check. If the check passes, the scroll can be read and used by the reader. If the check fails, the scroll cannot be read by that reader, and for Experts, if the check failed by 5 or more points, the scroll backfires. Masters have no such backfire risk.

Lore Master(INT)-2 slots

This skill allows the user to have the same chance as a bard to discover the properties of a magic item. Use the Legend Lore Results Table in the Bard’s Handbook to determine what is discovered on a successful roll. Rare or special items may impose a penalty, while common items(relative to other magic items that is) may grant a bonus, the exact degree of which is up to the DM. For every point below the needed roll the skill check succeeded by, allow an extra roll on the table. If the loremaster is an Expert or Master and need not roll the check, because he is considered to automatically succeed, then count him as if he rolled a 1 for purposes of determining the number of result rolls allowed. If a serious blunder results(see Proficiency Rules), then the user gets a d4 false results(randomly determined). A -4 check allows the loremaster to choose up to a d4 of the result types, rather than rolling them on the table. An additional d4 result types can be chosen for each additional -4 to the skill check. Remember, only Skilled or better loremasters can take a -4 to the check, only Experts or better a -8 and only Masters a -12 or more.

Arcane Lore-Mage/Adventurer Category Only-(INT)-2 slots

This proficiency gives the user knowledge of the basic laws and workings of magic. It allows him to make use of the most minor of magical effects, the Cantrip. Although mages already have normal access to Cantrip, they also are assumed to automatically have this skill without need to pay slots for it, should it somehow be required, but they would use their greater learning to cast Cantrip far more efficiently than this skill allows. This skill is usually used by non-magi, dabblers in magic. Non-magi are required to still spend 1 year in training themselves in this skill. The cost is as for normal training, as the bulk of it is done by the student, with only minor guidance from magi(the aspect that costs money), since practice is the key to learning this skill, once the basics are given by the training magi. Those who take this skill at character creation, can just add 1 year to their starting age, and lose 25% of their starting gold.

Novices can attempt to cast up to 2 effects per day, which each require a proficiency check. Each effect requires an entire round, and if a serious blunder results(see Proficiency Rules), any remaining effect is lost, and the user loses 1 CON point temporarily. The lost CON point is regained after 1 day. Skilled users can attempt up to 4 effects per day, each attempt taking 1 round, and requiring a check to succeed. Skilled users can attempt to speed up each casting, to a casting time of 5, but such requires a -4 to the check, and does invoke the serious blunder rule, with the same results as for a Novice, the loss of any remaining attempts for the day, and a 1 point CON loss. Experts can attempt up to 6 effects per day, with no check required if each effect is carefully cast, which requires 1 round. If each effect is speeded up to a casting time of 5, a -4 check is needed to succeed(effectively a -2 for the expert, as experts reduce all penalties by 2 points), with no serious blunder potential. If a -8 check is made(effectively a -6 for the expert, as experts reduce all penalties by 2 points), the effect can be cast with a casting time of 1, and there is still no serious blunder potential. Finally, Masters can attempt up to 8 effects per day, each without a check required, and each cast at a casting time of 5. If a -8 check is made(-4 for the master, as he reduces all penalties by 4 points) he can cast an effect with a casting time of 1. If a -12 check is made(-8 for the master), he can cast the effect in addition to his usual action, the effect going off on his base initiative phase. He could also spend a normal action and get off 2 more effects, each with the same -12 check(-8 for the master).

Religious Devotion-Priest/Adventurer Category Only-(WIS)-2 slots

This devotion allows the devotee to invoke his faith in the form of an Orison effect. All priests are assumed to have this devotion, but rely mainly on their deeper faith and spiritual training, so this devotion is mainly used by non-priests who are devout followers of a god or cause, yet not specifically a priest. The devotion requires 1 month of meditative focus in a temple or holy place of the devotee’s faith, and normal training cost(which covers all tithes and sacrifices). Those who take it, must be followers of the faith, and will usually tithe 10%, but this is up to the DM and individual PCs involved. If the devotee every loses faith, or violates his beliefs, he loses access to this ability until he repents.

Novices can attempt to cast up to 2 effects per day, which each require a proficiency check. Each effect requires an entire round, and if a serious blunder results(see Proficiency Rules), any remaining effect is lost, and the user loses 1 CHA point temporarily. The lost CHA point is regained after 1 day. Skilled users can attempt up to 4 effects per day, each attempt taking 1 round, and requiring a check to succeed. Skilled users can attempt to speed up each casting, to a casting time of 5, but such requires a -4 to the check, and does invoke the serious blunder rule, with the same results as for a Novice, the loss of any remaining attempts for the day, and a 1 point CHA loss. Experts can attempt up to 6 effects per day, with no check required if each effect is carefully cast, which requires 1 round. If each effect is speeded up to a casting time of 5, a -4 check is needed to succeed(effectively a -2 for the expert, as experts reduce all penalties by 2 points), with no serious blunder potential. If a -8 check is made(effectively a -6 for the expert, as experts reduce all penalties by 2 points), the effect can be cast with a casting time of 1, and there is still no serious blunder potential. Finally, Masters can attempt up to 8 effects per day, each without a check required, and each cast at a casting time of 5. If a -8 check is made(-4 for the master, as he reduces all penalties by 4 points) he can cast an effect with a casting time of 1. If a -12 check is made(-8 for the master), he can cast the effect in addition to his usual action, the effect going off on his base initiative phase. He could also spend a normal action and get off 2 more effects, each with the same -12 check(-8 for the master).