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Character Proficiencies

At this point, a character's natural talents have been defined, and we have a solid picture of his race and chosen profession. With the selection of his proficiencies, the character will be rounded out and made ready for use in the RAVENLOFT campaign.

Weapon Proficiencies

For the most part, a Ravenloft hero selects and makes use of his weapon proficiencies in exactly the same way that any AD& character does. Because of the unusual nature of the Demiplane of Dread, some modifications must be made.

Proficiency Slots

The number of proficiency slots that a character begins with is based upon his starting class, as is the rate at which he acquires new slots. A character attempting to use a weapon that he is not proficient with suffers a penalty to his attack rolls. Lesser penalties are given when a character attempts to use a weapon that is related to the one that he is proficient with. For example, if a fighter is proficient in the use of a long sword and only had a broad sword or bastard sword at his disposal, then he would only suffer a -1 penalty instead of a -2 penalty. Decisions about which weapons are related should be left to the Dungeon Master.

Table 111: Weapon Proficiency Slots lists the number of slots, the rate of slot acquisition, the related weapon penalty, and the nonproficiency penalty for each of the various character classes.

Table 111: Weapon Proficiency Slots

Character
Class
  Initial
Slots
  Additional
Levels
  Related
Weapons
  Nonprof.
Weapons
Warrior 4 3 -1 -2
Wizard 1 6 -3 -5
Priest 2 4 -2 -3
Rogue 2 4 -2 -3
Psionicist 2 5 -2 -4

Multiple Attacks

Warriors, including rangers and avengers, share this ability with their kin in other AD&D campaigns. For more information, see the "Warrior" section in Appendix Three: Character Classes.

Weapon Specialization

This deadly ability is generally reserved for the ranks of the fighter class. In Ravenloft, however, the obsession that drives members of the avenger class allows them to specialize in the use of weapons as well.

To obtain a specialization, the character must devote two slots: one to become proficient with the weapon, the second to specialize in it. Any bow requires a total of three slots to specialize (one for proficiency, two for specialization).

Once a character specializes with a melee weapon, he gains a +1 bonus to his attack rolls with that weapon and gains a +2 bonus to damage rolls. Any Strength or magic bonuses that a character has are added to this bonus. Bow and crossbow specialists acquire the range category of point blank. For bows, point blank range is from six to thirty feet. Crossbows have a point blank range of six to sixty feet. At point blank range, the character has a +2 bonus to his attack rolls, although no additional damage is caused (aside from Strength and magical bonuses). If a character has an arrow nocked and drawn or a crossbow bolt loaded and cocked, then he can fire at the beginning of the round before anyone rolls for initiative.

Characters who specialize gain extra attacks earlier than those who do not specialize. These extra attacks are listed on Table 112: Specialist Attacks Per Round.

Table 112: Specialist Attacks Per Round

Fighter
Level
  Other Melee
Weapon
  Light
X-bow
  Heavy
X-bow
  Thrown
Dagger
Thrown
Dart
(Nonbows/)
Missles
1-6 3/2 1/1 1/2 3/1 4/1 3/2
7-12 2/1 3/2 1/1 4/1 5/1 2/1
13+ 5/2 2/1 3/2 5/1 6/1 5/2

Natural Weapons

The typical AD&D character inflicts 1d2 points of damage from an unarmed attack. As characters explore the Demiplane of Dread, however, they are sometimes cursed with minor transformations that may give them fangs, claws, or other natural weapons.

A character with natural weapons is always proficient in their use, so none of the character's precious proficiency slots need to be allocated to them. Characters who can make use of the weapon specialization rules, however, can opt to allocate additional slots (the first is free) to the use of these weapons, earning the normal advantages associated with such training.

Cultural Levels

Not all of the weapons listed in the AD&D rules are available throughout Ravenloft. A character can begin play proficient only in those weapons that would have been available to him while he was growing up. That is, only those that might be found in his native domain.

Ordinarily, this will not present much of a problem. After all, a sword is a sword. It matters little if it is made of bronze or iron or steel. Firearms, however, are another matter. These are found only in a few of the scattered domains of Ravenloft.

Guidelines on the weapons available in various cultural levels can be found in Chapter One.

Nonweapon Profiences

In the AD&D game system, nonweapon proficiencies are simply skills and talents that a character has acquired over his life. The exact number of nonweapon proficiencies that a Ravenloft character begins play with, and the rate at which new ones are acquired, can be found on Table 113: Nonweapon Proficiency Slots.

Table 113: Nonweapon Proficiency Slots

Character
Class
   Initial
Slots
   Additional
Levels
Warrior 3 3
Wizard 4 3
Priest 4 3
Rogue 3 4
Psionicist 3 3

Filling Slots

Players use their slots to purchase proficiencies in exactly the same fashion that they do in the core AD&D game. There are a few differences, however, in the way in which proficiencies are grouped. All proficiencies are grouped into one of four categories. If a skill is not listed in the common group, the racial group, or the class group of a character, then the character can purchase the skill by spending an extra slot on it.

Common Profiences

This group of proficiencies is open to all characters. The skills that fall under this heading are found throughout Ravenloft.

Uncommon Profiences

Although many of these skills are common in other places, they are rare in Ravenloft. Because of this, no character has ready access to this group. Thus, an additional slot has been allocated beyond those indicated on the original table in the Player's Handbook.

Racial Groups

Many of the skills not included in the common group have been assembled according to the races that they are most commonly associated with. Dwarf characters, for example, can acquire skills like mining.

Class Groups

In addition to their racial groups, all characters have free access to the proficiencies most associated with their character class. Multi- and dual-class characters have access to all of the groups open to any of their character classes.

Special Considerations

The folk of Ravenloft do not travel as often as those in, say, Toril. As such, many proficiencies suffer a reduction in their chance of success when used outside of the character's native domain. These penalties are noted in Table 114: Nonweapon Proficiencies.

Table 114: Nonweapon Proficiencies

Common    Slots    Abl.    Mod   
Agriculture2 1 Int 0
Animal Handling2 1 Wis -1
Animal Training 1 Wis 0
Artistic Ability 1 Wis 0
Blacksmithing 1 Str 0
Brewing 1 Int 0
Carpentry 1 Str 0
Cobbling 1 Dex 0
Cooking4 1 Int 0
Dancing2 1 Dex 0
Direction Sense3 1 Wis +1
Etiquette3 1 Cha 0
Fire Building 1 Wis -1
Fishing 1 Wis -1
Heraldry3 1 Int 0
Languages, Modern 1 Int 0
Leatherworking 1 Int 0
Mining 2 Wis -3
Musical Instrument 1 Dex -1
Navigation3 1 Int -2
Pottery 1 Dex -2
Riding, Land-based 1 Wis +3
Rope Use 1 Dex 0
Seamanship 1 Dex +1
Seamstress/Tailor 1 Dex -1
Singing 1 Cha 0
Stonemasonry 1 Str -2
Swimming 1 Str 0
Weather Sense3 1 Wis -1
Weaving 1 Int -1
Uncommon
Charioteering 2 Dex +2
Disguise 2 Cha -1
Forgery 2 Dex -1
Reading Lips 3 Int -2
Riding, Airborne 3 Wis -2
Ventriloquism 2 Int -2
Dwarf Group
Ancient History2 1 Int -1
Appraising 1 Int 0
Armorer 2 Int -2
Engineering 2 Int -3
Gem Cutting 2 Dex -2
Languages, Ancient 1 Int 0
Religion 1 Wis 0
Weaponsmithing 3 Int -3
Elf Group
Ancient History2 1 Int -1
Animal Lore2 1 Int 1
Armorer 2 Int -2
Astrology3 2 Int 0
Bowyer/Fletcher 1 Dex -1
Herbalism 2 Int -2
Languages, Ancient 1 Int 0
Religion 1 Wis 0
Gnome Group
Ancient History2 1 Int -1
Engineering 2 Int -3
Gem Cutting 2 Dex -2
Languages, Ancient 1 Int 0
Religion 1 Wis
Half-Elf Group
Animal Lore2 1 Int 0
Local History3 1 Cha 0
Religion 1 Wis 0
Half-Vistani Group
Ancient History2 1 Int -1
Animal Lore2 1 Int 0
Astrology3 2 Int 0
Gaming 1 Cha 0
Halfling Group
Animal Lore2 1 Int 0
Astrology3 2 Int 0
Gaming 1 Cha 0
Healing 2 Wis -2
Juggling 1 Dex -1
Human Group
Hunting 1 Wis -1
Local History3 1 Cha 0
Religion 1 Wis 0
Tracking3 2 Wis 0
Priest Group
Ancient History2 1 Int -1
Astrology3 2 Int 0
Healing 2 Wis -2
Herbalism 2 Int -2
Languages, Ancient 1 Int 0
Local History3 1 Cha 0
Musical Instrument 1 Dex -1
Priestcraft1 1 Wis 0
Reading/Writing 1 Int +1
Religion 1 Wis 0
Rogue Group
Appraising 1 Int 0
Blind-fighting 2 NA NA
Disguise 1 Cha -1
Forgery 1 Dex -1
Gaming 1 Cha 0
Gem Cutting 2 Dex -2
Juggling 1 Dex -1
Jumping 1 Str 0
Local History3 1 Cha 0
Musical Instrument 1 Dex -1
Reading Lips 2 Int -2
Set Snares 1 Dex -1
Tightrope Walking 1 Dex 0
Tumbling 1 Dex 0
Ventriloquism 1 Int -2
Warrior Group
Animal Lore2 1 Int 0
Armorer 2 Int -2
Blind-fighting 2 NA NA
Bowyer/Fletcher 1 Dex -1
Endurance 2 Con 0
Hunting 1 Wis -1
Mountaineering 1 NA NA
Running 1 Con -6
Set Snares 1 Dex -1
Survival3 2 Int 0
Tracking3 2 Wis 0
Weaponsmithing 3 Int -3
Wizard Group
Ancient History2 1 Int -1
Astrology3 2 Int 0
Engineering 2 Int -3
Gem Cutting 2 Dex -2
Herbalism 2 Int -2
Languages, Ancient 1 Int 0
Local History3 1 Cha 0
Reading/Writing 1 Int +1
Spellcraft 1 Int -2
Psionicist Group
Contact5 1 Wis 0
Gem Cutting5 2 Dex -2
Harness Subconscious5 2 Wis -1
Hypnosis5 1 Cha -2
Meditative Focus5 1 Wis +1
Reading/Writing 1 Int +1
Rejuvenation5 1 Wis -1
Religion 1 Wis 0

1 Priestcraft is identical to spellcraft, save that it deals with using priestly magic instead of wizardry. To understand both types of magic, a character must possess both priestcraft and spellcraft.
2 Can only be applied to techniques/history/animals in home domain.
3 When used outside home domain, apply a -2 penalty.
4 When used to prepare his home domain's recipes, apply a +2 bonus.
5 These proficiencies are explained in The Complete Psionics Handbook.

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