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. |