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New
Proficiencies
For
use in Planescape and other AD&D settings
On this page, I am presenting a few new proficiencies I have found
a use for in my campaigns. Those presented on this page are done so in a way to
make them compatible with the Skills & Powers system. For those of you not
using these optional rules, simply substitute character points with proficiency
slots: 1-3 cp=1 slot; 4+=2 slots. All these proficiencies are in the General
category.
Proficiency Cost Initial Rating Ability
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Child Care
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2 cp
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7
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Wisdom/Intuition,
Charisma/Leadership
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Faction/Sect Lore
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2 cp
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6
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Wisdom/Intuition
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First Aid
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3 cp
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7
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Wisdom/Intuition,
Intelligence/Reason
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Firefighting
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3 cp
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8
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Wisdom/Intuition,
Intelligence/Reason
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Monster Lore
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3/6 cp
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7
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Intelligence/Reason,
Wisdom/Intuition
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Child
Care: A character with this proficiency has
knowledge and experience in dealing with small children effectively. This may
seem like a strange proficiency, but I still feel it is needed. First of all, it
can come into play (see the movie Willow
for a good example), at least as much as Dancing does. Second, while its
importance is often downplayed, it is a difficult skill to master, and is hard
work. Third, it can offer some benefits not immediately apparent.
Proficiency checks do not normally need to be made.
The character can easily feed the children, keep them generally clean, safe,
etc. Checks are called for only in extremely difficult situations (such as
trying to keep a hungry baby quiet while hiding from the enemy troops).
This proficiency also lets the player be familiar with
effective disciplinary techniques and psychology with children, as well as with
creatures of low intelligence. With a successful proficiency check, the
character can change a reaction roll or morale check against a creature of low
intelligence by one category in the character's favor. Note that discipline does
not necessarily mean punishment. While spanking a small child is questionable,
spanking a troll is definitely a bad idea.
This proficiency also lets a character deal with
things normally found disgusting (dirty diapers, vomit, etc) without becoming
nauseated. With a successful proficiency check, the character may add a +1 bonus
to any save against any nausea-inducing attack or substance (such as a
troglodyte's chemical attack).
Lastly, this proficiency tends to make the character
more alert against dangers (if they exist, the toddler will find them). Rogues
with this proficiency add +10% to their Find/Remove Traps ability.
Faction/Sect Lore: This
proficiency is, obviously, of use primarily in a Planescape campaign. This gives
the player an extensive knowledge of the factions of Sigil, as well as various
sects throughout the planes. General knowledge, such as faction beliefs,
headquarters, Factols, symbols, primary planes of influence, etc. are
automatically known. More secret information, such as what the Harmonium know
about the third layer of Arcadia, require a proficiency check. Most sects are
also known, although the rarer ones may require a proficiency check. Generally,
the character will be more familiar with the sects associated with his home
plane, or allied or opposed to his own faction.
First Aid: This proficiency is
essentially a watered-down version of the Healing proficiency, available to
non-priests at a lower cost (and efficiency). The character does not have
extensive medical knowledge, but does have enough to (hopefully) preserve the
patient until an actual healer can be found.
This proficiency is essentially used to prevent
further damage to an injured character. With a successful check, the character
can prevent further damage from bleeding (including the h.p. loss for characters
with a negative total). It can be used to splint a broken or damaged limb to
prevent further damage. If the character can reach a poisoned character within 4
rounds, has all the necessary equipment (tourniquet, ipecac), and the patient
has not already expired, a successful proficiency check can give the poisoned
character another attempt to save vs. the poison.
Firefighting: The need for this
proficiency was discovered when, in one of my campaigns, a party included a
trigger-happy fire mage and a ranger traveling through an old-growth forest
together. They almost came to blows (in character), until I presented this to
them as a proficiency.
While almost anyone can effectively extinguish a
campfire, this proficiency gives the character a greater knowledge of how to
quickly extinguish and control fires on a greater level. This requires
equipment, such as shovels or buckets of water, and usually organization. The
proficient character will know the best strategies to defeat the wildfire, and
can lead any effort to extinguish a burning house, forest, etc. Proficiency
checks are required to keep the flame from spreading and to extinguish small
sections of it. A failed proficiency check can result in an injury: a save vs.
wands must be made at +6 if the proficiency is failed or a random character
takes 1d8 damage. Penalties or bonuses may apply, at the DMs discretion, based
on various conditions (people helping, available equipment, humidity/dryness,
wind, etc.).
Monster Lore: An
adventurer with this proficiency has a store of knowledge about some group of
creatures. This is actually a catch-all for several different proficiencies,
which must be purchased separately. Animal Lore can be considered a specific
type of Monster Lore, dealing with natural (i.e. real-world) animals.
The main point of this proficiency is to close the gap
between player and character knowledge. Many times in a campaign, a player will
assume his character knows about the habits, abilities, and weaknesses of some
creature, to the DMs objection. For example, when a player states his character
will try to burn the troll they found, the DM will insist that he should not
know this weakness, and an argument ensues. So, with Monster Lore, it can be
settled once and for all whether or not a character knows about the habits,
abilities, and weaknesses of a type of creature.
Below are a few examples of types of Monster Lore.
This is by no means a comprehensive list. For cp/slot cost, consider any small
group of creatures to cost 3 cp/1 slot. Any category that could easily contain
more than one complete category should cost 6 cp/ 2 slots.
Dragon Lore (3cp): Gives
knowledge of all varieties of dragons, including pseudo-dragons, Oriental
dragons, and dragon hybrids (dragon turtles, dragonnes, etc).
Undead Lore (3 cp): Gives
knowledge of the various types of undead, including their weaknesses. Without
this proficiency, these weaknesses (such as a wooden stake or sunlight for a
vampire) should not be known.
Humanoid Lore (3 cp): This
gives the character knowledge of various humanoid races, including but not
limited to: orcs, goblins, hobgoblins, kobolds, ogres, ogre magi, trolls, gnolls,
flinds, xvarts, bugbears, mongrelmen, etc. This includes a limited knowledge of
these creatures' cultures.
Demi-Human Lore (3 cp): As Humanoid Lore, except dealing with
the demi-human races (Dwarves, Elves, Gnomes, and Halflings), as well as their
various subraces (Drow, Duergar, Kender, etc).
Giant Lore (3 cp): Gives
knowledge of the culture, abilities, and weaknesses of giants, titans,
giant-kin, ettins, ogres, ogre magi, and trolls.
Greek Monster Lore (3 cp):
Gives knowledge of creatures of Greek and Roman
mythology, such as Hydra, Minotaurs, Centaurs, Satyrs, Chimerae, Medusae,
Harpies, Griffins, Perytons, Unicorns, Sphinxes, Cyclopes, Pegasi, etc.
Lycanthrope Lore (3 cp):
Gives knowledge of the various forms of
lycanthropic creatures, including their weaknesses. Without this proficiency,
knowledge of these weaknesses (such as silver weapons) should be presumed
unknown.
Underdark Monster Lore (3 cp):
Of great use to dungeon delvers, this gives
knowledge of various subterranean creatures, including but not limited to:
aboleth, troglodytes, shriekers, piercers, slimes, molds, puddings, cave
fishers, drow, kuo-toa, svirfneblin, myconids, illithids, beholders, etc.
Dwarves, gnomes, drow, and other subterranean races (subject to DM approval)
need spend only 2 cp for this proficiency.
Faerie Lore (3 cp): This
gives knowledge of various fairy races (pixies, brownies, sprites, spriggans,
nymphs, dryads, leprechauns, etc.) as well as other sylvan creatures (satyrs,
centaurs, unicorns). Elves and Gnomes need spend only 2 cp for this proficiency.
Golem Lore (3 cp): Gives
knowledge of the various types of golems. This includes knowledge of how to make
them for priests and wizards, with a percentage chance of success equal to the
character's experience level.
Sea Monster Lore (3 cp): Gives
knowledge of various aquatic animals and humanoids.
Modron Lore (3 cp): Gives
knowledge of the Modron race of Mechanus.
Slaad Lore (3 cp): Gives
knowledge of the native(?) race of Limbo.
Rilmani Lore (3cp): Gives
knowledge of the enigmatic Outlander race.
Fiend Lore (6 cp): Gives
knowledge of the various lower planar races: Baatezu, Tanar'ri, Yugoloths, and
Gehreleths. Knowledge of just one of these races (i.e. Baatezu Lore, Tanar'ri
Lore) can be gained at a cost of 3 cp.
Celestial Lore (6 cp): Knowledge of the upper planar races: Aasimon, Archons, Guardinals, and
Eladrin. Knowledge of one of these races (i.e. Archon Lore, Eladrin Lore) can be
gained at a cost of 3 cp.
Elemental Lore (6 cp): Gives knowledge of elementals, pseudo-elementals, grues, elemental-kin,
and other creatures of the inner planes. Knowledge of one type of creatures of
one element (Aerial Lore, Earth Lore, Fire Lore, Water Lore) can be gained at
the cost of 3 cp.
This should give some good
examples of Monster Lore. It is encouraged to come up with new categories as
well.
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