Compiled Proficiencies

Anomalous Intuition(2, Wis, 0)
    Reference: Dragon Magazine #257, page 51
Like many heroes of literature and myth, this Warrior maintains an unexplained connection with some mysterious power or magical entity. Perhaps he has divine parentage, as did Hercules, or maybe his mother was years ago blessed by fairy folk, and the Warrior still - perhaps unknowingly - carries this blessing. At the least, the character has a distant kinship with elves or a similar magical race, and retains an echo of their power.

Whether he is aware of its origins or not, the Warrior with Anomalous Intuition has the uncanny ability to detect things that are normally beyond the range of mortal perception. By simply passing within a few feet of a secret door, the character has a 1-in-6 chance of sensing its existence, or a 1-in-3 chance if the Warrior is an elf. Furthermore, his hunches or his 'gut' guide him when danger is afoot. The Warrior possesses the equivalent of the Trouble Sense proficiency, as detailed in Player's Option: Combat and Tactics.

Armor Optimization(1, Dex, -2)
    Reference: Dark Sun Rules Book, page 44
This proficiency allows a character to use his armor to best advantage against a particular opponent (much like the gladiator special ability). A successful proficiency check in the first round of any combat situation gives a -1 bonus to the character's Armor Class in that situation.

A situation is a series of rounds in which a particular character engages in combat. Once the character goes two full rounds without combat, the situation ends. The character must be wearing some type of armor or employing a shield in order to use the armor optimization proficiency.

The bonus provided by the armor or shield adds to the bonus from the armor optimization proficiency.

Athleticism(2, Dex, 0)
    Reference: Dragon Magazine #257, page 51
A Warrior with this talent is the physical epitome of the epic Greek athletes of ancient Athens. Robust and naturally fit, a Fighter with this skill is capable of heroic feats of bodily prowess and puissance. He epitomizes the animal grace of the human form. As a result of his strength and agility, the Warrior receives a +2 / +10% bonus to all checks involving running, jumping, throwing, and climbing. Furthermore, he can purchase the Endurance proficiency for half the standard cost.

Awareness(2, Wis, 0)
    Reference: Al-Qadim, page 71
Characters with the Awareness proficiency are light sleepers, always alert to danger and attuned to their immediate surroundings. They gain two key advantages: First, if they're roused from slumber (during an attack at night, for example), they can react immediately, as if they had been awake. Provided a weapon is close at hand (a jambiya placed beneath the pillow, for instance), they can even attack during the round in which they awaken. No proficiency check is required. This ability does not affect magical slumber, however, such as that created by a sleep spell or related magicks.

Second, characters with the Awareness proficiency can detect and ward off the effects of a thief's backstabbing ability. If a thief is backstabbing a target with the Awareness ability, and the target is otherwise uninvolved in combat, then the target is granted a proficiency check. If the check fails, the backstabbing occurs normally. If the check succeeds and the target does not have initiative, the backstabbing proceeds, but the thief suffers a -2 attack penalty (damage bonuses still apply). If the check succeeds and the target has initiative, the target can wheel and attack the backstabbing rogue immediately, causing the rogue to lose all backstabbing bonuses and damage multipliers.

Blood Oath(1, Wis, 0)
    Reference: Dragon Magazine #257, page 51
Much like the Ranger's special racial enemy, this option allows the player to select a certain type of creature as his character's blood enemy. Whenever he is faced with his chosen foe, the Warrior enjoys a +2 bonus to attack and damage rolls. However, his hatred toward this enemy is so great that it requires an enormous effort of willpower to resist an opportunity to combat his foe. If the Warrior wishes to avoid a confrontation, he must first make a Wisdom/Willpower check to see if he has the force of will to turn around and walk away. If he fails, his Blood Oath gets the best of him, and he charges forward, teeth bared and weapons flashing.

Combat Sense(2, Wis, 0)
    Reference: Dragon Magazine #257, page 51
By selecting this skill, the Fighter enjoys an innate kinship with the pulse of battle, enabling him to act with more precision and accuracy than others who are less comfortable in melee situations. He receives a +1 bonus in three different combat situations:
  • Fighting in the dark (reducing the penalty to -3 instead of the standard -4, or -1 if the Warrior also knows the Blindfighting nonweapon proficiency).

  • Attacking opponents who are partially or wholly concealed (reducing all penalties by -1, as per Player's Handbook.

  • Surprise (the Fighter's chances of being surprised are reduced by 1 in 10).
Comitatus(1, Cha, 0)
    Reference: Dragon Magazine #257, page 51
By purchasing this option, the Warrior is essentially entering his character into a feudal contract. The exact interpretation of this pact is the domain of the DM, but the Comitatus generally entitles the character to a special favor or privilege from his liege lord or other powerful NPC. For example, in return for protecting the region from local brigands, the Fighter can expect food and lodging from the baron of the land. On a greater scale, a Warrior in command of his own castle may be responsible for the housing and upkeep of several platoons of the king's army. In exchange, he is granted legal protection and various privileges normally reserved exclusively for nobility.

Comitatus was the old Danish practice of swaring brotherhood between a thane and his vassals. Certain duties were expected of the vassal, but in return for his loyalty, he could expect an occasional favor from his lord. The player is encouraged to develop a story behind this relationship and should manipulate the Comitatus to be consistent with the campaign. Comitatus is not restricted to a lord and his vassal; the player is free to form the Comitatus with any appropriate NPC: guildmaster, sage, city alderman, etc. As long as he is faithful to the relationship, the character can expect an occasional petty favor from his benefactor, as governed by the DM.

Concentrated Strength(1, Str, 0)
    Reference: Dragon Magazine #257, page 52
Though he might not be capable of sudden bursts of intense power, the Warrior choosing this option can apply a great deal of muscle to a single task requiring concentration and will. In effect, this is the difference between the Open Doors check (which requires a quick application of motion and muscle) and the Bend Bars percentage (which relies upon a deep inner focus and the steady increase of continuous pressure). By opting for this ability, the character doubles his normal chances of Bending Bars and Lifting Gates.

Coup de Grace(2, Str, 0)
    Reference: Dragon Magazine #257, page 52
The Coup de Grace is the Warrior's signature strike, the stroke of grace that ends combat with a single blow and inspires Bards to compose epic poetry, romanticizing the battle. If the critical hit rules from Combat & Tactics are in use, the Coup de Grace translates into a considerable bonus to the Warrior who succeeds in scoring a critical strike. Before rolling for the severity of the blow, the Warrior makes a Strength/Muscle check. If successful, his weapon is considered to be one size larger than usual, so that a size M longsword is now size L, while a two-handed sword is considered a size H weapon for purposes of critical hits.

If the critical hit tables are not in effect, the Warrior with the Coup de Grace power is still entitled to additional damage whenever his attack roll is a natural 18, 19, or 20, and is at least five points above the required roll to hit. In these cases, the Warrior inflicts double damage.

Display Weapon Prowess(1, Dex, 0)
    Reference: Al-Qadim, page 73
Characters who have this proficiency can put on an impressive display of weapon prowess without fighting at all - swords whooshing in a blur, daggers flashing, arrows splitting melons in two. An individual must use a weapon with which he or she is already proficient, but weapon specialization has no further effect. The "show" takes at least a round. Those who are impressed are forced to make a morale check. (Results are outlined below.)

Not everyone is swayed by weapon prowess. Characters must pay attention before this proficiency has an impact. For example, this skill might be useful in staring down a guard at the city gate, but would do nothing against a screaming mob or a charging band of desert raiders.

Further, characters who have this proficiency must be of equal or higher level (or Hit Dice) than their audience to impress them. For instance, low-level warriors with flashing blades might awe the equally low-level city guards. But bullying their way through the sultan's elite vanguard would be another matter entirely. Creatures of higher level or Hit Dice than an individual using display weapon prowess are not impressed; they do not make morale checks.

Morale Check Results: Characters who make successful morale checks can see that an individual with this proficiency handles a weapon well; otherwise they're unaffected. Characters who fail their morale checks react in a manner suited to the circumstances at hand.

If the situation isn't desperate, and violence isn't inevitable, characters who fail their checks are likely to try talking to the individual with weapon prowess; else they'll simply back away. They won't surrender outright, but they'll realize that the individual is not the sort to trifle with.

In some instances, walking away and talking things over are not viable options. For example, if guards at the sultan's treasury fail their checks, they'll stay at their posts and remain willing to fight. If forced into combat, however, they'll suffer a -1 attack penalty.

Player characters are not affected by morale checks. If an individual with this proficiency attempts to awe a PC, the DM should provide a frank evaluation of the display, based on level and success. For example, the DM might say, "She looks darned good with that sword. Your PC might be able to beat her in a fair fight," or "This son of a dark camel looks like he picked up his swordmanship watching jesters in the marketplace." Then it's up to the player to decide how the PC reacts.

Heroic Boast(1, Cha, 0)
    Reference: Dragon Magazine #257, page 52
Much like mythic Beowulf, a fighter with this option has the ability to rouse the morale of his comrades. By uttering a brief, passionate oration on his prowess in battle and the glory to be won, a Fighter can inspire friendly NPCs, granting them a +2 to morale for the duration of the upcoming struggle, so long as the Fighter is leading them. This skill should be roleplayed by the player to be effective.

Iaijutsu(1, Dex, 0)
    Reference: Dragon Magazine #257, page 52
As adapted from the 1st Edition Oriental Adventures rulebook, Iaijutsu allows the Warrior to unsheath his sword with startling speed. A successful Dexterity/Balance check means that the Warrior suffers no delay in term of game rounds when removing or returning his weapon from and to its scabbard.

Mettle(2, Con, 0)
    Reference: Dragon Magazine #257, page 52
Like many legendary heroes, the Warrior with this natural gift possesses a nearly indestructible frame; indeed, he seems to be cast of iron. With bones that are inherently resilient, this character has a Herculean fortitude that allows him to resist the punishment of bludgeoning weapons and falling damage. Any damage from these attack forms is halved if the Warrior makes a successful Constitution/Fitness check.

Mythic Lore(2, Int, 0)
    Reference: Dragon Magazine #257, page 52
In his youth, this Fighter spent many sleepless nights listening to the tales of magnificent Warriors and their weapons. The Fighter now has a 5% chance per level of knowing the history of any magical or legendary weapon or piece of armor, as well as facts concerning the known owners of those items.

Psionic Detection(1, Wis, -2)
    Reference: Dark Sun Rules Book, page 44
The psionic detection proficiency works much as the metapsionic devotion sense, but is much less powerful. With this proficiency, a character uses his latent psionic ability to detect the expenditure of psionic strength points (PSPs) around him.

When employing this proficiency, a character must clear his mind and concentrate, taking at least one full round to prepare. A successful check allows the character to detect the expenditure of any PSPs within 50 yards of his location, regardless of intervening material objects. A character can maintain use of the proficiency for successive rounds, but during that time he cannot move or perform any other action. The proficiency check, however, must succeed on the round the PSPs are expended or the character detects nothing.

Psionic detection proficiency can only inform a character that PSPs were expended within 50 yards, telling nothing more. The detecter cannot determine the number of PSPs, their source, the powers or devotions drawn upon, or the purpose of the expenditure. This proficiency is not cumulative with other detection techniques.

Sign Language(1, Dex, 0)
    Reference: Dark Sun Rules Book, page 46
Those who have mastered the use of sign language can communicate among themselves without words, provided they can see each other's hands. Signing is a language unto itself: it conveys ideas that any other character with the sign language proficiency can understand, regardless of their native language.

To use sign language for an entire round, all parties involved must make a successful check. Characters who succeed can converse together for a full minute; those who fail cannot listen. A failed check means that either the speaker didn't perform his finger movements accurately, the listener wasn't watching the speaker closely enough, or something blocked communications.

Somatic Concealment(1, Dex, -1)
    Reference: Dark Sun Rules Book, page 46
Though spell casters can mumble verbal components and hide material components in their hands or robes, somatic components are harder to hide. The somatic component of any spell, magical or clerical, is apparent to any character watching the spell caster.

A character using the somatic concealment proficiency must announce to the DM his intention to do so at the beginning of the round. Then, when the character casts his spell, the DM makes his roll in secret. A successful check indicates that anyone who could normally view the wizard doesn't recognize his gestures as magical in nature. A failed check means that all who can view the casting wizard see his movements for what they really are.

War Cry(1, Con, 0)
    Reference: Dragon Magazine #257, page 52
By uttering a withering battle cry seconds before striking, a Fighter with this skill receives a +1 bonus to damage rolls for a single strike. This strike must always be the Fighter's first in any combat situation, used as he engages his enemy for the first time. This skill may be used a number of times per day equal to the character's level, but never more than once in any battle.

Water Find(1, Int, 0)
    Reference: Dark Sun Rules Book, page 46
Even the most barren desert yields water to those who know how to find it. Small animals burrow in the ground and store water there; some rare plants store water in cistern roots beneath the soil; seemingly lifeless trees sometimes have moist heartwood. The find water proficiency can only be used once per day and takes an hour to perform. During this time the character can only move half as far as normal. A successful check indicates he has found sufficient water to sustain himself for one day.