In my first post
in this series, I defined several proficiency categories for analysis and
discussion. I mentioned that I would
delve into each category in a future post, and this post will delve into
proficiencies I categorize as traits. A trait provides a bonus to other
functions in the game, such as initiative or attack throws.
In the Adventurer Conqueror King system main rulebook,
there are 41 proficiencies that include a trait benefit.
Five proficiencies that include a trait benefit also
include a scaling benefit: acrobatics (save bonus), black lore (spell effects/research
bonus), eavesdropping (hear noise bonus), goblin-slaying (attack bonus) and swashbuckling
(armor class bonus). The latter three
proficiencies’ trait benefit is the aspect of the proficiency that scales. All five of these proficiencies and scaling
are discussed in my fifth post
on proficiencies.
Four proficiencies that include a trait benefit also
include a skill benefit: dwarven brewing (craft bonus), land surveying (hide
bonus), magical engineering (magic research bonus) and military strategy (mass
combat initiative bonus). Skills are
discussed in my seventh post
on proficiencies.
There are a whopping twenty-two “pure” trait proficiencies:
Proficiency
|
Bonus to
|
Alertness
|
hear noise, detect secret doors, surprise
|
Battle Magic
|
initiative, dispelling magic, penetrating magic resistance
|
Combat Reflexes
|
surprise, initiative
|
Combat Trickery(disarm)
|
attack, saving throw penalty
|
Combat Trickery(force back)
|
attack, saving throw penalty
|
Combat Trickery(incapacitate)
|
attack, saving throw penalty
|
Combat Trickery(knock down)
|
attack, saving throw penalty
|
Combat Trickery(overrun)
|
attack, saving throw penalty
|
Combat Trickery(sunder)
|
attack, saving throw penalty
|
Combat Trickery(wrestle)
|
attack, saving throw penalty
|
Command
|
morale
|
Diplomacy
|
reaction roll
|
Divine Blessing
|
save
|
Dungeon Bashing
|
feats of strength
|
Illusion Resistance
|
save
|
Intimidation
|
reaction roll
|
Leadership
|
henchman, domain morale
|
Righteous Turning
|
turning undead
|
Running
|
movement speed
|
Seduction
|
reaction roll
|
Skulking
|
hide, move silently
|
Transmogrification
|
spell effects/research, saving throw penalty
|
These proficiencies provide a trait benefit and nothing
else. As a procedural matter, note that in my totals I count each combat
trickery maneuver as a separate proficiency, but all fighting styles count as a
single proficiency, as is done when counting proficiencies using the ACKS Player’s
Companion approach to creating a custom class.
Ten proficiencies that include a trait benefit also
include a feat benefit:
Proficiency
|
Bonus to
|
Bargaining
|
reaction roll
|
Beast Friendship
|
reaction roll
|
Elementalism
|
damage per die, saving throw penalty, hp per Hit Die
|
Fighting Style(pole weapon)
|
initiative
|
Fighting Style(missile weapon)
|
attack
|
Fighting Style(single weapon)
|
attack
|
Fighting Style(two weapons)
|
attack
|
Fighting Style(two-handed weapon)
|
damage
|
Fighting Style(weapon and shield)
|
armor class
|
Lip Reading
|
hijinks
|
Lockpicking
|
open locks
|
Mystic Aura
|
reaction roll
|
Navigation
|
avoid getting lost
|
Survival
|
supply
|
Trap Finding
|
find/remove traps
|
A feat
provides an ability or power that a character would not otherwise have. Bargaining, beast friendship and mystic aura
are similar to each other in that they provide an ability plus a reaction roll
bonus related to that ability. A Judge
might create similar campaign-specific proficiencies, such as an ability to
take a type of monster as a henchmen and a reaction roll bonus when dealing
with that type of monster.
This concludes this week’s post in my Proficiencies
series. I plan to post in this series irregularly
until it finishes.
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