Additional Proficiencies

 

Each costs 1 weapon or non-weapon slot - a fighter may have multiple, any other class may only have one:

Iron Will - This character may elect to stay standing and fighting in his negative hitpoints. He must make a constitution check every round to remain conscious.

Savage - This character does triple damage on a successful critical hit.

Combat Intelligence - for every round a character spends only making blocking maneuvers, they increase their chance of a critical hit by one.

Quick - This character always goes first in a combat round as long as his opponent's side does not roll higher than a '1' for intiative. If they roll a '1', they go first regardless of the character's 'quickness'. If two characters have 'quick', the shorter one goes first.

Scrum - this character thrives on the chaos of combat, making wild charges, dives, and other crazy maneuvers. Attacks of opportunity may never be made against this character. If the character is standing next to another character with the "Scrum" proficiency, they use the lowest AC of the two of them.

 

 

 
 
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