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.