PROFICIENCIES SKILLS & STYLES


This document is an attempt to explain, or present in a more comprehensive manner the various skills, styles and talents presented with/by the AD&D® Player's OptionTM: rules. This document contains materials excerpted from numerous AD&D® publications. This use of trade marked materials is without explicit permission, and is not meant as a challenge to the copyright holders rights. Please see my Disclaimer for further clarification. This document uses trade marked materials only in an effort to compare, review or clarify those materials.


My campaign makes extensive use of Proficiencies during game play. All sorts of proficiencies are used, to include; Non-Weapon proficiencies, Character Traits, Character Disadvantages, Special Talents, Martial arts Talents, Unarmed Combat proficiencies, Fighting styles, Racial characteristics, and High level skills. Below are some notes, and explanations on each of the various types of proficiencies used in the Campaign. Hopefully this will help alleviate some confusion surrounding all these proficiencies. Characters should refer to both the Mastery proficiency list (Not posted to my web pages), and the Weapon proficiency/Skills/Styles Table when purchasing skills and proficiencies using character points.

Each character in this campaign receives points, which are spent to acquire the various proficiencies. These points are accumulated in Several different ways. Those are;

  1. Racial points: (See S&P pg 22) Each character receives a certain number of Character points, dependent on the type of Race played, to spend on Racial characteristics. These Racial characteristics are determined at the creation of the character and can not be improved upon, or changed later on in the Campaign.

    1. Demihumans can save 5 character points from this process and apply them to weapon and Non-weapon proficiencies. Humans gain 10 points to spend on Racial Characteristics. A human character may spend some, all or none of these points on Racial Characteristics. The remaining points may be used to purchase Weapon, or Non-Weapon proficiencies. Nonstandard races, such as lizard men and thri-kreen cannot apply any racial character points to weapon or non-weapon proficiencies—any points not spent disappear. Campaign specific races such as Overlords, or Tchick receive no Racial character points.

  2. Knowledge bonus points: (see S&P pg 17) Characters with a high Knowledge score are awarded with a number of bonus character points. These bonus points can be spent on proficiencies. Warrior type characters can spend these points on either weapon, or non-weapon proficiencies. All others may only spend these extra points on non-weapon proficiencies that includes an Intelligence characteristic in it's ability check. These points may not be spent on Character traits, special talents, etc.. only on weapon, or non-weapon proficiencies.

  3. Class Points: (See S&P pg 46) Currently character classes are not built using the system described in S&P pg's 46-85. No character points are acquired, or expended on various character class benefits as listed in S&P. Character classes, and kits are selected as-is from the various sources listed in the House rules Character Options listing.

    1. There is however, one exception to this rule. With the DM's approval, Rogue characters may elect to exchange thieve abilities with those listed on pg's 52-53 of S&P. Rogue characters may elect to exchange one skill of his/her current class/subclass/kit with one skill from S&P pg's 52-53, provided the two skills have an equal point cost. For example; An Acrobat (From the Complete Thief's handbook, pg 24) may exchange Open locks (10 points) for Escape bonds (10 points). This would be an appropriate exchange. The same character however should not exchange Climb walls (5 points) for Bribe (5 points), as Climb walls is one of the primary abilities of an Acrobat.

  4. Campaign bonus points: The DM awards 5 or more bonus character points at the time the character is first created. These character points can be spent on any skills, or proficiencies listed on the Master proficiency list. They must however all be spent. None of these bonus points may be saved for use later.

  5. Character disadvantages: (See Campaign house rules, Master proficiency list, and S&P pg's 93, 89, 109-111) Character disadvantages may only be chosen when the character is initially created. No character has to take character disadvantages. Unlike Character traits, and non-weapon proficiencies, disadvantages do not cost character points–instead, each disadvantage awards a certain number of points that the player can use to provide a character with other enhancements. Important note: A character can never gain more than 15 character points by acquiring disadvantages. Characters can get rid of disadvantages later in their career's but it takes 1 character point more than the character received for taking the disadvantage. (See S&P pg 94).

  6. Character points: (See S&P 86) The bulk of any ones character points are going to come from the initial allotment of character points as listed in S&P on pg 87. All player characters receive an allotment of character points, based on their classes, to purchase their initial non-weapon proficiencies. In addition, any leftover racial character points can be used here. These character points can be spent in several different ways.

    1. Character traits: (See Campaign house rules, Master proficiency list, and S&P pg's 88, 104-109) Character traits are inherent abilities that a player must select for his character when it is initially created. Character traits cannot be acquired later in the game. Once a trait is assigned it is regarded as permanent. Unlike proficiencies, traits cannot be improved as a character develops. Additionally ability scores do not modify character traits. For the most part they define the character trait. Requiring an ability check in some instances.
    2. Non-weapon proficiencies: (See Campaign house rules, Master proficiency list). Non-weapon proficiencies have an initial rating which can be modified by high ability scores. Non-weapon proficiencies have a low initial rating which can be improved over time through the expenditure of additional character points.
    3. Martial arts talents: (See Campaign house rules, Master proficiency list, and C&T pg 97) Once a character is proficient in at least one martial arts style he can acquire martial arts talents. They can be purchased with either weapon or non-weapon proficiency slots. Using either standard character points, or weapon points.
    4. Siege Warfare: (See Campaign house rules, Master proficiency list, and C&T pg 177) Siege warfare skills are acquired through the expenditure of character points. They are acquired in the same manner as normal non-weapon proficiencies.
    5. Unarmed combat styles: (See Campaign house rules, Master proficiency list, and C&T pg's 82-97). All unarmed combat styles can be acquired by spending either weapon, or non-weapon character points. There are four basic types of unarmed combat:

      1. Pummeling: (See C&T pg 83) Pummeling includes most attacks made with hands, fists, elbows, and the like. Pummeling requires at least one free hand. There are several levels of proficiency with pummeling.

        1. Non-proficient: In rare instance the DM may award 3 character points to a character who has no knowledge of pummeling.
        2. Familiar: Most characters are automatically assumed to be familiar with pummeling. These characters can make one pummeling attack per round.
        3. Proficient: Any character who expends character points (or a weapon slot) on pummeling is considered proficient with pummeling. Proficient warriors gain their full allotment of melee attacks when pummeling.
        4. Expert: Any character can spend character points (or weapon proficiencies) to become expert at wrestling. For more information regarding expertise see C&T pg 118, and S&P page 74.
        5. Specialized: Characters can become specialized at pummeling, provided they meet requirements shown on table 53 of S&P, pg 118.
        6. Master/Grand Master: Only single-classed warriors can attain mastery in pummeling in accordance with the requirements laid out on table 54 of S&P pg 119. For more info on Mastery and Grand mastery see C&T pg's 75-76.

      2. Wrestling: (See C&T pg 86) Wrestling includes all attacks aimed at grasping and holding an opponent. Wrestling requires both hands free. There are several levels of proficiency with wrestling.

        1. Non-proficient: All characters have had some experience with wrestling since early childhood. A character cannot choose to be non-proficient in wrestling and gain character points.
        2. Familiar: Most characters are automatically assumed to be familiar with wrestling. These characters can make one wrestling attack per round.
        3. Proficient: Any character who expends character points (or a weapon slot) on wrestling is considered proficient with wrestling. Proficient warriors gain their full allotment of melee attacks when wrestling.
        4. Expert: Any character can spend character points (or weapon proficiencies) to become expert at wrestling. For more information regarding expertise see C&T pg 118, and S&P page 74.
        5. Specialized: Characters can become specialized at wrestling, provided they meet requirements shown on table 53 of S&P, pg 118.
        6. Master/Grand Master: Only warriors can attain mastery in wrestling in accordance with the requirements laid out on table 54 of S&P pg 119. For more info on Mastery and Grand mastery see C&T pg's 75-76.

      3. Overbearing: (See C&T pg 91) Overbearing includes most attacks aimed at simply overpowering the target. If the attackers are seeking to overwhelm the defender through brute strength or sheer weight of numbers, it's an overbearing attack. Characters need not have their hands free to make overbearing attacks, but they may not be able to take full advantage of pins if they do not. A character cannot choose to be non-proficient in overbearing and gain extra character points. overbearing is a crude form of combat that emphasizes brute force over finesse. It is not possible to develop overbearing expertise, specialization, or mastery. As such no character points need ever be spent on overbearing.

      4. Martial arts: (See C&T pg 95) martial arts is a specialized arm of pummeling that uses the body as a weapon. Martial arts are difficult to learn and not commonly known. Martial arts requires at least one free hand. In general there are four different styles of martial arts, those being; Style A: hands/fists, Style B: feet/kicking, Style C: throws/escapes, and Style D: dodges/blocks. Each style has varying levels of skill/proficiency.

        1. Non-proficient: (See C&T pg 95) Any character who has no proficiency in martial arts.
        2. Familiar: (See C&T pg 95) No such category exists in martial arts. Either a character knows martial arts or he does not.
        3. Proficient: (see C&T pg 95) Characters may spend character points or weapon proficiency slots to become proficient in martial arts. Proficient non-warriors can make one martial arts attack per round. Proficient warriors gain their full allotment of melee attacks when making martial arts attacks. If a character expends enough points he can learn each of the four styles. Note that the four martial arts style do not constitute a group, and must all be learned separately.
        4. Expert: Any character who knows a martial arts style can spend character points (or weapon proficiency slots) to become expert in the style. Expertise allows a character to gain extra attacks as if specialized, but confers none of the other specialization benefits. Expertise is a way for non single classed fighters to gain a form of specialization.
        5. Specialized: Characters can become specialized at wrestling, provided they meet requirements shown on table 53 of S&P, pg 118. Specialists' attack bonuses due to a high muscle apply when rolling for a knock down.
        6. Master/Grand master: Only warriors can attain mastery in wrestling in accordance with the requirements laid out on table 54 of S&P pg 119.

    6. High level skills: (See HLC (High-level campaigns pg's 144-178) Characters who become sufficiently advanced in their professions begin to develop bags of tricks that less-accomplished characters can't match. These special abilities are similar to non-weapon proficiencies, but characters cannot learn skills from outside their groups. Each skill has a minimum level requirement associated with it. Character can acquire these skills by meeting the prerequisites, and expending the listed cost in character points. As with other NWP's a high ability score can modify the characters chance of success.

  7. Weapon points: (See S&P pg 113) One of the other main sources of character points is the awarding of character points for weapon proficiencies. Character points tailor various levels of advancement, making improved combat abilities available to all characters. While it is relatively easy for fighters to become accomplished in weapons use, it is more difficult for–and requires more dedication (Read, character points) from characters of different classes who wish to become truly accomplished with a weapon. A character can learn to use a weapon through several different means. Weapon proficiency slots can be used to acquire abilities in unarmed combat, skill with shields, and advanced levels of proficiency such as weapon mastery or weapon expertise. There are varying levels of ability in weapons use described in S&P/C&T rules. The lowest is non-proficiency, then weapon familiarity. Characters can advance additionally through the levels of weapon specialization, weapon mastery, and, ultimately, weapon grand mastery. Primarily this progression is used by fighters, but characters of other classes can advance to high levels of accomplishment by the expenditure of additional character points (See S&P pg's 118-119, tables 53 & 54). A character can spend weapon points on various different skills/proficiencies, those being;

    1. Weapon Proficiencies: (See S&P pg 113, C&T pg 70) Characters may spend weapon points/slots in order to acquire various levels of proficiency with different weapons. Most characters classes are limited in their selection of weapons. However, a character may choose to be proficient in a weapon she normally would not be allowed to use. This is accomplished by spending more character points than normal in order to become proficient. (See S&P pg 113). The different levels of proficiency that a character may acquire with a weapon are as follows: (See C&T pg 72)

      1. Non-proficiency: (See C&T pg 72) A character that has never had any training or practice with a weapon. The character cannot attempt any attack options such as disarming, blocking, or sapping. The character also suffers attack roll penalties according to his class. Additionally any weapon wielded by a non-proficient character is assumed to be one initiative phase slower than normal, and missile weapons have their rate of fire halved.
      2. Familiarity: (See C&T pg 73) All characters are automatically familiar with any weapon that is related to a weapon they are already proficient with. Weapons are considered to be related if they are part of the same tight group. Characters who are familiar with a weapon only suffer one-half the normal non-proficiency penalty when attacking. They may attempt any normal attack maneuvers (not any special weapon attack modes), and suffer no initiative, or rate of fire penalties.
      3. Proficiency: (See C&T pg 74) The basic level of competence that most characters achieve with their weapons training. Proficiency allows the character to use a weapon with no penalties and employ all attack options and special weapon properties to their fullest extent. The cost to become proficient in a single weapon is one weapon slot.
      4. Weapon of choice: (See S&P pg 118) A character can designate a specific weapon as his favorite. He must already be proficient with the weapon. Characters of all classes can designate a weapon of choice. A player can declare a weapon of choice at any point in the characters career.
      5. Expertise: (See S&P pg 118) A form of specialization available to non-fighters. A character may become an expert at a weapon any time in his career. Weapon expertise allows a character to gain extra attacks as if specialized, but does not confer any of the attack, or damage bonuses.
      6. Specialization: (See S&P pg 118) Any character can specialize in a weapon as indicated on pg 118 of S&P. There are however high costs, and minimum levels associated with acquiring this skill if one is not a single class fighter.
      7. Master: (See S&P 119) Only warriors can become weapons masters, in accordance with table 54 on page 119 on S&P. Weapon mastery designates those characters who strive towards the ultimate level of skill with their weapon of specialization. A character must already be specialized in the weapon, must meet a minimum level requirement, and then spend the required character points. (Not to mention the fact that an appropriate trainer must be found).
      8. High mastery: (See C&T 75) By spending a second slot on mastery, a single classed fighter can become a high master. By this time a character has spent four slots on a single weapon and is at least 6th level.
      9. Grand mastery: (See C&T 76) High masters who spend one more slot on learning their weapon can become grand masters. Grand masters are capable of feats of sword play that border on fantastic.

    2. Armor & Shield proficiencies: (See S&P pg 115-116) Taking either of these skills can improve a characters overall defensive, and offensive capabilities. Shield proficiency not only gives a character AC benefits. It also permits the character to make specialized attacks such as the shield punch, and rush without any penalties. See House rules. Taking the Armor proficiency reduces the encumbrance of the armor worn

    3. Weapon Group proficiencies: (See S&P pg 113-115) Taking these skills permits a character to become proficient in not only one weapon, but with scores of weapons. This can be an excellent option for warriors.

    4. Fighting styles: (See S&P pg 116) Fighting styles represent broad categories of battle tactics that can be employed by characters. They are described in detail in C&T. Players can spend character points/weapon slots on fighting styles, gaining some bonuses in battle. There is a difference between knowing a style and specializing in that style. Every character with a weapon proficiency knows at least one fighting style–the style used with that weapon. There is no cost to acquire the fighting style; it comes with the proficiency. Indeed, if a weapon can be used with two or more different styles, the character is assumed to know all of those styles. Character classes put some limitations on learning fighting styles. Table 52, S&P pg 116 shows the classes that can normally learn a specific style. A character can spend an additional character point when he purchases a weapon proficiency to learn a style that is not normally provided to his character class. A character can spend a weapon proficiency slot to specialize in the use of one of these fighting styles, as long as he already knows that style. Warriors can specialize in as many styles as they wish to purchase. Priests and rogues can only specialize in one style. Wizards can specialize in a single fighting style, but only by paying an extra character point to acquire the weapon proficiency slot. Each of the styles has specific benefits when acquired as a proficiency or as a specialization. Thee fighting styles are briefly described below.

      1. One-handed weapon fighting style: (See C&T pg's 49 (single weapon) & 76) Proficiency in one-handed weapon fighting style is the most basic of fighting styles. The character wields a one-handed weapon and leaves his off-hand empty.
      2. Weapon & shield fighting style: (See C&T pg's 50 & 76) Proficiency in weapon & shield fighting style provides the character with the defensive benefits of a shield and still allows a decent defense.
      3. Two-handed weapon fighting style: (See C&T pg's 49 & 77) This style permits the character to wield large, two-handed weapons, with heavy damage capabilities.
      4. Two weapon fighting style: (See C&T pg's 50 & 77) Not to be confused with two-handed weapon fighting style. This style gives the character the ability to wield two weapons simultaneously. One in each hand. This style is probably the most difficult to master, and the most sought after by warrior characters.
      5. Missile fighting style: (See C&T pg's 50 & 78) This is the style used when employing self projecting weapons, such as bows, sling, and crossbows. Most missile weapons require two hands to effectively load, fire, and employ.
      6. Horse archery fighting style: (See C&T pg 78) This is a good example of a Special fighting style. This skill permits a character to fire missile weapons from horseback with greatly reduced penalties.
      7. Thrown weapon fighting style: (See C&T pg's 50 & 78) Thrown weapons are those projected directly by the hand of the character. For example, Darts, spears, rocks, etc. Most thrown weapons require only one hand to effectively wield. A character could still hold a shield or other weapon in his off-hand. A character cannot however perform a melee attack, and a ranged attack in the same round.
      8. Special fighting style: (See C&T pg's 50 (weapon specific styles) & 78 (Local fighting styles). One example has already been incorporated as a standard weapon fighting style. The horse archer. Others might include; Net & Trident, Paired nunchakus, matched sai, Katana & Wakizashi, Whip & Chair, etc.

    5. Unarmed combat styles: (See C&T pg's 82-97) Similar to fighting styles, Unarmed combat styles can be purchased using weapon or non-weapon character points/slots. For more on Unarmed combat styles see Section IV Paragraph F above.

      1. Martial arts talents: (See C&T pg's 97-98) Once a character is proficient in at least one martial arts style, he can acquire a variety of additional skills that reflect an advanced state of mental and physical training. They can be purchased with either weapon or non weapon proficiency slots. There are several Special talents, and They will not all be described here. Please refer to C&T for further details.

    6. Special Talents: (See C&T pg's 78-80) Weapon proficiency points/slots can also be used to acquire a variety of special perks, traits, and characteristics useful for a combatant. Some of these talents can be acquired through more than one means. i.e. as Character traits, Non-weapon proficiencies, or as Special talents. There are several Special talents, and They will not all be described here. Please refer to C&T for further details.

Skills & Points cross-index Chart

Proficiency/Trait/Skill/Talent Racial
points
Knowledge
bonus points
Character
points
Campaign
bonus points
Disadvantage points Weapon
points
References/Sources
A. Racial characteristics/traits X       X   S&P pg's 24-39
B. Character traits 1   X X X   S&P pg's 88, 89, 104-109
C. Non-weapon proficiencies 1 2 X X X   S&P pg's 86-104
D. Weapon proficiencies/skills 1 3   X X X S&P 112-115/C&T 70-76
E. Fighting styles/skills 1 3   X X X S&P pg's 116-119
F. Weapon & Armor proficiency 1 3   X X X S&P pg's 115-116/C&T pg 72
G. Special talents 1 3   X X X S&P pg 117/C&T pg 78
H. Unarmed proficiencies/skills 1 3 X X X X S&P pg 119/C&T pg's 82-97
I. Martial arts talents 1 3 X X X X C&T pg's 97-98
J. High level skills     X       HLC pg's 144-178
  S&P pg 23 S&P pg's
17 & 88
S&P pg 87 House rules
& DM
S&P pg's
89, 93, 94
S&P pg 113  

Notes from skills & points cross-index chart.

A. Racial characteristics can not be improved, and must be purchased when the character is created.
B. Character traits can not be improved, are generally permanent, and usually can only be acquired when the character is first created.
C. Includes siege warfare skills from C&T pg 177.
D. Weapon proficiencies are selected initially and throughout the campaign. Expenditure of additional character points can greatly enhance characters fighting/combat abilities.
E. Fighting styles and skills are needed in order to effectively wield weapons. Most are acquired automatically. Like weapon proficiencies, skill in these fighting styles can also be improved.
F. Special weapon proficiencies. These skills can be acquired by any one to increase their offensive and defensive capabilities.
G. Special talents are combat skills that are generally restricted to the warrior caste. These are enhanced combat skills and tactics usually learned later in a campaign. One special talent that lays outside the realm of the warrior is that of the ²Signature Spell³. See Players Option Spells & Magic pg.57 for rules.
H&I. Unarmed proficiencies and Martial arts permit all characters the opportunity to be come experts in a type of combat. Although everyone begins with some knowledge of these combat techniques, the expenditure of points can equip characters with near super human fighting abilities.
J. The ultimate in skills. These skills are only learned at very high levels. They have minimum level prerequisites, and are considered extraordinary skills.

1. Demihumans can use 5 racial character points on other skills/proficiencies, etc. Humans can use all 10 racial character points on other skills/proficiencies, etc. Nonstandard races, such as lizard men and thri-kreen, cannot apply any racial character points to other skills/proficiencies. Any racial character points not spent on racial characteristics are lost.
2. Non-warriors may only spend Knowledge bonus points on non-weapon proficiencies which contain an Intelligence component as part of it’s relevant abilities.
3. Warriors can spend Knowledge bonus points on weapon, or non-weapon proficiencies. (non-weapon proficiencies must still contain an Intelligence component)
Wizards may spend Knowledge bonus points on the Signature Spell Special Talent.


The Combat & Tactics volume of the AD&D® Player's OptionTM: rules added a greater amount of depth and detail to the combat and weapons portion of the AD&D® game. As a result I found it necessary to devise a table which would help to clarify the costs and prerequisites of all the new skills, styles, and proficiencies introduced to the game. Follow the link shown above to access that table.


Author: Robert L. Vaessen e-mail: robert robsworld org
Last Updated: Sun, Mar 21, 1999 09:28

This page has been accessed times since Mon, Mar 15, 1999.