borderborder

Skills

Character Creation main

Character creation intro

Skill system rules

Skill index

Credits

 
Weapon & Armor Skills: Armor Optimization to Dueling
Armor Optimization (Physical 1, Dexterity/Balance -2)—This skill allows a character to use his armor to best advantage against a particular opponent. A successful skill check in the first round of any combat gives a -1 bonus to the character's Armor Class in that situation. (A situation is any combat in which the character engages.) Any hit on the character using Armor Optimization negates the AC bonus for the remainder of the combat.
The character must be wearing some type of armor or employing a shield in order to use the Armor Optimization skill. The bonus provided by this skill is not cumulative with the Gladiator skill of the same name. However, if a character has a skill score of 90% or higher in this skill, he is considered a specialist and receive a -2 bonus to AC and looses only one point of the bonus on a successful hit. Thus, two hits are required to negate the total bonus.
Armor Use (Physical 50)—A character can spend time and effort learning how to use armor more efficiently. While this doesn't provide a bonus to Armor Class, it can help to offset the hefty encumbrance penalties of heavy armor. A character who spends 50 physical skill points to become acquainted with a type of armor gains the special benefit of only suffering one-half the normal encumbrance of that armor type. A character who allocates 100 physical skill points to Armor Use cuts the encumberance penalty for all armor types.
For example, chain mail normally weighs 40 pounds,but a character with the Armor Use skill for chain mail only has to count 20 lbs. toward his encumbrance level. This represents the character's training in wearing the armor the right way and his practice in moving aroundwhile wearing 30 or 40 pounds of iron.
Artillerist (Mental 50)—A character with this skill can direct the siting and operation of a bombardment engine. The maximum number of engines the character can control is equal to one-third of the character's Charisma/Leadership score, provided that the engines are no farther apart than the character can sprint in a single round.
Disarm (Physical 50/100)—This maneuver is an excellent way to remove an enemy's advantage due to specialization or a powerful magical weapon. Schools that stress this option often teach students to specialize in this technique, allowing them to learn the Disarm skill. Devoting 50 physical points to this skill allows a character to make disarm attacks against an AC 2, instead of the normal AC 0. Spending an additional 50 physical skill points to specialize in this skill removes all attack penalties, allowing the character attempting to disarm to attack against AC 4. Offensive disarms still delay the attackers action by one phase.
Display Weapon Prowess (Physical 1, Dexterity/Balance)—Characters who have this skill can put on an impressive display of weapon prowess without fighting at all—swords whooshing in a blur, daggers flashing, arrows splitting melons in tow. 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 one 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 skill 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 skill 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 skill 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 skill 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 swordsmanship watching jesters in the marketplace." Then it's up to the player to decide how the PC reacts.
Dueling (Mental 1, Charisma/Appearance)—The Dueling skill provides its possessor with knowledge of all the rules of dueling for the different nations and states of Fälgorna.This applies to duels with swords, bows and other weapons, and even martial arts, but not magical duels. The character can mediate duels and never makes a rules misstep when participating in one.
Characters with this skill are also very calm an collected during a duel. Those who make a successful skill check can stare down an opponent for a full round and share that opponent’s resolve. The opponent suffers a -2 pentalty to his or her next attack roll. In addition, opponents with the Fast Draw skill suffer a -10% penalty on their next attempt to use this skill. As an exception to these penalties, opponents who possess the Dueling skill can make a skill check to avoid its effects when the skill is used against them.

previousnext

Links | Search Site | Guestbook | Webrings | Vote for this Site | Subscribe to Archives | Contact Webmaster | Home | Entry Page

Advanced Dungeons and Dragons (AD&D) 2nd Edition Site