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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