This post is the sixth in a series of posts that will take a closer look at proficiencies in the Adventurer Conqueror King system main rulebook.
In my third post in this series, I mentioned proficiency “packages” as an approach for Judges customizing their games using proficiencies. Using this approach, a block of proficiency slots, say four, is added to all class proficiency lists. The Judge then creates pre-selected packages of campaign-specific or existing proficiencies that represent backgrounds, organizations, styles or themes in the Judge’s campaign. A character could choose not to select a package at the start of a campaign or even never, if the general and class proficiency lists include the proficiencies the character intends to learn.
Following are a number of proficiency packages that I used to create some interesting NPCs and encounters. Of course, as Judge, I can craft an NPC however I want. But I find it convenient and even inspirational at times to have some “off the shelf” tools available for use in the form of proficiency packages. General proficiencies are noted below just for reference. The Unarmed Fighting proficiency is from the Player’s Companion. Divine Spellcasting is a custom proficiency found in this post.
Cultist: Ambushing, Prestidigitation, Prophecy, Theology(G)
Divine scion: Divine Blessing, Divine Health, Divine Spellcasting, Prophecy
Fastness-born: Beast Friendship, Mystic Aura, Passing Without Trace, Precise Shooting
Holy warrior: Divine Blessing, Divine Health, Healing(G), Sensing Evil
Mountebank: Alchemy(G), Arcane Dabbling, Prestidigitation, Soothsaying
Mystic-trained: Combat Trickery(disarm, knock down, wrestle), Unarmed Fighting
Slaver: Ambushing, Bargaining(G), Combat Trickery(incapacitation), Sniping
Thug: Ambushing, Combat Trickery(incapacitation), Intimidation(G), Skirmishing
Unholy warrior: Ambushing, Divine Blessing, Divine Health, Intimidation(G)
Vault-born: Caving(G), Craft(G), Dwarven Brewing, Engineering(G)
Following is a specific encounter I created using some of the proficiency packages above. Note that in one case I applied a proficiency package to 0th level humans, treating the General list plus the proficiency package as the 0th level humans’ list of proficiencies to choose from.
Encounter: Death Cult “Pilgrims” met on the road. Such pilgrims are always looking for converts. Or sacrifices …
1 "Voice of Death" Cleric (Thug)
Cleric 4, AC 2, hp 14, MV 120' (40'), leather, dagger 1d4, Sv C4, ML +2, AL C, XP 135
Adventuring, Ambushing, Skirmishing, Theology
2 "Hands of Death" Assassin (Divine scion)
Assassin 3, AC 2, hp 10, MV 120' (40'), leather, dagger 1d4+2, Sv F3 +2, ML +2, AL C, XP 65
Adventuring, Divine Blessing, Fighting Style(single weapon), Theology
10 Humans (Cultist)
Normal Man, AC 0, hp 3, MV 120' (40'), unarmored, dagger 1d4, Sv NM, ML +4, AL C, XP 6
Ambushing, Craft, Labor, Theology
This concludes this week’s post in my Proficiencies series. I plan to post in this series every two weeks until it finishes.
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