This document is an attempt to explain, or present in a more comprehensive manner the various skills, styles and talents presented with/by the AD&D® Player's OptionTM: rules. This document contains materials excerpted from numerous AD&D® publications. This use of trade marked materials is without explicit permission, and is not meant as a challenge to the copyright holders rights. Please see my Disclaimer for further clarification. This document uses trade marked materials only in an effort to compare, review or clarify those materials.
The Combat & Tactics volume of the AD&D® Player's OptionTM: rules added a greater amount of depth and detail to the combat and weapons portion of the AD&D® game. As a result I found it necessary to devise this Table in order to help clarify the costs and prerequisites of all the new skills, styles, and proficiencies introduced to the game. A set of explanatory notes/legend follows the table.
Combat Skills/Styles/Proficiencies Table |
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Combat skill | Single class Fighter |
Multi- class Fighter |
Ranger/ Paladin |
Priest | Rogue | Wizard | Psionicist | Non- classed NPC |
Source/ Reference |
A. Weapon nonproficiency | "y"/-2 | "y"/-2 | "y"/-2 | "y"/-3 | "y"/-3 | "y"/-3 | "y"/-4 | "y"/-4 | C&T 72 |
B. Weapon familiarity | "y"/-1 | "y"/-1 | "y"/-1 | "y"/-2 | "y"/-2 | "y"/-3 | "y"/-2 | "y"/-2 | C&T 73 |
C. Proficiency | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | C&T 74 |
D. Weapon of choice | "y"/2 | "y"/2 | "y"/2 | "y"/2 | "y"/2 | "y"/4 | "y"/4 | "y" | S&P 118 |
E. Weapon expertise | "y"/2*/C | "y"/2*/C | "y"/2*/C | "y"/3/C | "y"/3/C | "y"/5/C | "y"/4/C | "n" | S&P 118 |
F. Weapon specialization | "y"/2/1/C | "y"/4/2/C | "y"/4/3/C | "y"/6/5/C | "y"/8/6/C | "y"/10/7/C | "n" | "n" | S&P 118 |
G. Weapon mastery | "y"/4/5/CF | "y"/8/6/CF | "y"/8/7/CF | "n" | "n" | "n" | "n" | "n" | S&P 119 |
H. Weapon high mastery | "y"/2/5/CFG | "n" | "n" | "n" | "n" | "n" | "n" | "n" | C&T 75 |
I. Weapon grand mastery | "y"/2/5/CFGH | "n" | "n" | "n" | "n" | "n" | "n" | "n" | C&T 76 |
J. One-handed weapon fighting style | "a" | "a" | "a" | "y"/3 | "y"/3 | "y"/3 | "y"/3 | "y"/4 | C&T 76 |
K. Weapon & Shield fighting style | "a" | "a" | "a" | "y"/3 | "n"/+1 | "n"/+1 | "n"/+1 | "n"/+1 | C&T 76 |
L. Two-handed weapon | "a" | "a" | "a" | "y"/3 | "n"/+1 | "y"/3 | "y"/3 | "n"/+1 | C&T 77 |
M. Two weapon fighting style | "a" | "a" | "a" | "n"/+1 | "y"/3 | "n"/+1 | "n"/+1 | "n"/+1 | C&T 77 |
N. Missile fighting style | "a" | "a" | "a" | "y" | "y"/3 | "n"/+1 | "n"/+1 | "n"/+1 | S&P 117 |
O. Horse archery fighting style | "a" | "a" | "a" | "n"/+1 | "y"/3 | "n"/+1 | "n"/+1 | "n"/+1 | C&T 78 |
P. Thrown weapon fighting style | "a" | "a" | "a" | "y"/3 | "y"/3 | "y"/3 | "y"/3 | "y"/4 | C&T 78 |
Q. Special fighting style* | dm | dm | dm | dm | dm | dm | dm | dm | S&P 117 |
R. Tight group weapon proficiency | "y"/4 | "y"/4 | "y"/4 | "n" | "n" | "n" | "n" | "n" | S&P 115 |
S. Broad group weapon proficiency | "y"/6 | "y"/6 | "y"/6 | "n" | "n" | "n" | "n" | "n" | S&P 115 |
T. Shield proficiency | "y"/2 | "y"/2 | "y"/2 | "y"/6 | "y"/6 | "y"/6 | "y"/6 | "y"/8 | S&P 115 |
U. Armor proficiency | "y"/2 | "y"/2 | "y"/2 | "y"/3 | "y"/3 | "y"/3 | "y"/3 | "y"/4 | S&P 115 |
V. Pummeling nonproficiency | "n" | "n" | "n" | "n" | "n" | "n" | "n" | "n" | C&T 84 |
W. Pummeling familiarity | "a" | "a" | "a" | "a" | "a" | "a" | "a" | "a" | C&T 84 |
X. Pummeling proficiency | "y"/2 | "y"/2 | "y"/2 | "y"/3 | "y"/3 | "y"/3 | "y"/3 | "y"/4 | C&T 84 |
Y. Pummeling expertise | "y"/2/X | "y"/2/X | "y"/2/X | "y"/3/X | "y"/3/X | "y"/3/X | "y"/3/X | "n" | C&T 85 |
Z. Pummeling specialization | "y"/2/1/X | "y"/4/2/X | "y"/4/3/X | "y"/6/5/X | "y"/8/6/X | "y"/10/7/X | "n" | "n" | C&T 85 |
a. Pummeling mastery | "y"/4/5/XZ | "y"/8/6/XZ | "y"/8/7/XZ | "n" | "n" | "n" | "n" | "n" | C&T 85 |
b. Pummeling grand mastery | "y"/4/5/XZa | "n" | "n" | "n" | "n" | "n" | "n" | "n" | C&T 85 |
c. Wrestling nonproficiency | "n" | "n" | "n" | "n" | "n" | "n" | "n" | "n" | C&T 89 |
d. Wrestling familiarity | "a" | "a" | "a" | "a" | "a" | "a" | "a" | "a" | C&T 89 |
e. Wrestling proficiency | "y"/2 | "y"/2 | "y"/2 | "y"/3 | "y"/3 | "y"/3 | "y"/3 | "y"/4 | C&T 89 |
f. Wrestling expertise | "y"/2/e | "y"/2/e | "y"/2/e | "y"/4/e | "y"/4/e | "y"/5/e | "y"/4/e | "n" | C&T 89 |
g. Wrestling specialization | "y"/2/1/e | "y"/4/2/e | "y"/4/3/e | "y"/6/5/e | "y"/8/6/e | "y"/10/7/e | "n" | "n" | C&T 89 |
h. Wrestling mastery | "y"/4/5/eg | "y"/8/6/eg | "y"/8/7/eg | "n" | "n" | "n" | "n" | "n" | C&T 90 |
i. Wrestling grand mastery | "y"/4/5/egh | "n" | "n" | "n" | "n" | "n" | "n" | "n" | C&T 90 |
j. Martial arts nonproficiency | "y" | "y" | "y" | "y" | "y" | "y" | "y" | "y" | C&T 95 |
k. Martial arts proficiency | "y"/2 | "y"/2 | "y"/2 | "y"/3 | "y"/3 | "y"/3 | "y"/3 | "y"/4 | C&T 95 |
l. Martial arts expertise | "y"/2/k | "y"/2/k | "y"/2/k | "y"/4/k | "y"/4/k | "y"/5/k | "y"/4/k | "n" | C&T 96 |
m. Martial arts specialization | "y"/2/1/k | "y"/4/2/k | "y"/4/3/k | "y"/6/5/k | "y"/8/6/k | "y"/10/7/k | "n" | "n" | C&T 96 |
n. Martial arts mastery | "y"/4/5/km | "y"/8/6/km | "y"/8/7/km | "y"/8/7/km | "n" | "n" | "n" | "n" | C&T 96 |
o Martial arts grand mastery | "y"/4/5/kmn | "n" | "n" | "n" | "n" | "n" | "n" | "n" | C&T 96 |
Combat Styles/Skills/Proficiencies Table notes:
A. First entry indicates whether the class in question can acquire the skill. Second entry indicates the penalty To Hit when non proficient. Non proficiency prevents the use of any special attack maneuvers/options, results in a penalty To Hit, a one phase initiative penalty, and a halving of all fire rates. There is no cost to be non proficient.
B. First entry indicates whether the class in question can acquire the skill. Second entry indicates the penalty To Hit when familiar. familiarity prevents the use of any special attack maneuvers/options, and results in a penalty To Hit. The cost to be familiar in a weapon is paid when a character becomes proficient with a related weapon.
C. All characters can become proficient in a weapon for the character point cost as listed. The types of weapons a character can become proficient in varies dependent on the characters class.
D. First entry indicates whether the class in question can acquire the skill. Second entry indicates the cost associated with declaring a weapon of choice. When using a weapon of choice a character gains a +1 To Hit. A character may only have one weapon of choice at a time.
E. First entry indicates whether the class in question can acquire the skill. Second entry indicates the cost to become an expert at a weapon. (Cost for warriors is 2. * 1 if the weapon is already a weapon of choice.) See C&T pg 75 for the additional attacks per round permitted due to expertise. The third entry indicates the prerequisite required to take this skill. A character may only have expertise in one weapon at a time.
F. First entry indicates whether the class in question can acquire the skill. Second entry indicates the cost associated with declaring a weapon of choice. Third entry indicates the minimum level required before the skill in question can be acquired. The fourth entry indicates the prerequisite required to take this skill. There are four main categories: melee, missile, bows, and crossbows. Specialization w/melee weapons gives +1/+2, and +1 attack/2 rnds (see S&P 75); Specialization w/missile weapons gives +1/(+2 when wielded), an increased rate of fire, and a point blank range. (see S&P 75); Specialization. A character may only specialize in one weapon at a time. Specialization, and all other higher level weapon skills supersede all lower level weapon skills. One cannot be both an expert and a specialist in his weapon of choice. The higher level skill takes precedence over the lower level skill.
G. Only warriors can attain weapon Mastery. The costs to acquire this skill vary depending on the characters subclass. First entry indicates whether the class in question can acquire the skill. Second entry indicates the cost to become a weapon master. Third entry indicates the minimum level required before the character can obtain the skill in question. Fourth entry indicates the prerequisites required to acquire this skill. Mastery attack & damage bonuses both increase to +3. Bonuses To Hit in the case of missile ranges are greatly influenced. (see C&T 75). Specialization, and all other higher level weapon skills supersede all lower level weapon skills. One cannot be both an expert and a specialist in his weapon of choice. The higher level skill takes precedence over the lower level skill.
H&I. Only single classed fighters can attain weapon High mastery & Grand mastery. First entry indicates whether the class in question can acquire the skill. Second entry indicates the cost to become a weapon master. Third entry indicates the minimum level required before the character can obtain the skill in question. Fourth entry indicates the prerequisites required before the skill can be acquired. High mastery increases a weapons speed factor by one category/phase, it also permits critical hits on a roll of 16 provided the roll hits by a margin of 5 or >, and missile high masters gain an extreme range. Grand mastery provides one additional attack per round, the weapons base damage die is increased to the next greater die size. Specialization, and all other higher level weapon skills supersede all lower level weapon skills. One cannot be both an expert and a specialist in his weapon of choice. The higher level skill takes precedence over the lower level skill.
J-P. Fighting styles. All character learn some fighting styles. an a indicates that the skill is acquired automatically. Ay indicates that the skill is available to the character class in question. It can be obtained in two ways. By purchasing a weapon which requires the style, it is obtained with the weapon proficiency. Or by paying the character point cost, (second entry) and purchasing the style outright. An n indicates the style is not normally learned by the character class in question. The only way the skill can be learned is by first purchasing a weapon which permits the use of the style, and then paying an additional cost (+1 character point) to acquire the style desired. dm indicates a fighting style which may only be acquired by a character as permitted by the Dungeon Master. Any character can spend a weapon proficiency slot to acquire specialization with a fighting style provided he already knows the style. Warriors can specialize in as many styles as they wish to purchase. Priests & Rogues can only specialize in one style. Wizards can specialize in a single fighting style, but only by paying an extra character point. Specialization in the various fighting styles provide various different combat bonuses. See S&P pgs 116-117.
Q. Special fighting styles. A character can spend a proficiency slot to specialize in a special fighting style, provided it is developed, delineated, and thoroughly reviewed by the player and DM. See S&P pg 117, and C&T 78.
R&S. Weapon group proficiencies can only be acquired by warrior class characters by paying the character points indicated (4 or 6). Purchasing tight group proficiency gives the character proficiency. w/all weapons in the tight group. Additionally, if the tight group is within a broad group, then the character gains familiarity w/all weapons in the broad group. Broad group proficiency. gives the character proficiency. w/all weapons in the broad group. See S&P 113-114 for weapon groups.
T. Shield proficiency. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. Any character can acquire proficiency w/the shield for the cost indicated after the y/n indicator. This proficiency goes beyond simply using the shield as a static barrier. Proficiency w/the shield gives the character additional Armor Class bonuses, as well as allowing the character to perform the Shield Punch, and Shield Bash combat maneuvers without a non proficiency penalty. (See House rules supplements).
U. Armor proficiency. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. Any character can acquire proficiency w/armor for the cost indicated after the y/n indicator. This proficiency goes beyond simply wearing armor. Proficiency w/armor reduces the encumbrance of the armor worn.
V. No one can be non proficient in pummeling.
W. Familiarity. Most characters are considered familiar w/pummeling. As indicated by the a (as in automatic). Such characters may make one pummeling attack per round with no penalty.
X. Proficient. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. Characters can spend weapon or non weapon character points to become proficient at pummeling. Proficiency at pummeling benefits warriors by permitting them their full allotment of melee attacks. Other characters receive no benefit.
Y. Expertise. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. A character can become a pummeling expert by spending the indicated number of character points (weapon or non weapon). Provided the character is already proficient with the skill. Expertise provides no benefits to warriors. It does however permit non warriors to make multiple attacks as if a non specialized warrior. (see table 15. PHB, pg 36).
Z. Specialization. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. 3rd entry indicates minimum level required before skill can be acquired. 4th entry indicates prerequisites required before the skill can be acquired. Specialization w/pummeling gives the character +1 To Hit, +2 to damage, and multiple attacks; 3/2 at levels 1-6, 2/1 at levels 7-12, and 5/2 at 13+.
a. Mastery. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. 3rd entry indicates minimum level required before skill can be acquired. 4th entry indicates prerequisites required before the skill can be acquired. Mastery w/pummeling gives the character +3 To Hit, +3 to damage, multiple attacks remain as if the character were specialized. Additionally, the character adds +3 to his strength score for purposes of performing the knockdown opposed strength roll. The characters opponent also has a -3 to his save versus death when checking for knockout on a critical hit.
b. Grand mastery. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. 3rd entry indicates minimum level required before skill can be acquired. 4th entry indicates prerequisites required before the skill can be acquired. Grand mastery w/pummeling permits the character to score critical hits (knockout check) on any to hit roll of 16 or > that hits by 5 or > than needed.
c. No one can be non proficient in wrestling.
d. Familiarity. Most characters are considered familiar w/wrestling. As indicated by the a (as in automatic). Such characters may make one wrestling attack per round with no penalty.
e. Proficient. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. Characters can spend weapon or non weapon character points to become proficient at wrestling. Proficiency at wrestling benefits warriors by permitting them their full allotment of melee attacks. Other characters receive no benefit.
f. Expertise. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. A character can become a wrestling expert by spending the indicated number of character points (weapon or non weapon). Provided the character is already proficient with the skill. Expertise provides no benefits to warriors. It does however permit non warriors to make multiple attacks as if a non specialized warrior. (see table 15. PHB, pg 36).
g. Specialization. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. 3rd entry indicates minimum level required before skill can be acquired. 4th entry indicates prerequisites required before the skill can be acquired. Specialization w/wrestling gives the character +1 To Hit, +2 to damage, and multiple attacks; 3/2 at levels 1-6, 2/1 at levels 7-12, and 5/2 at 13+.
h. Mastery. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. 3rd entry indicates minimum level required before skill can be acquired. 4th entry indicates prerequisites required before the skill can be acquired. Mastery w/wrestling gives the character +3 To Hit, +3 to damage, multiple attacks remain as if the character were specialized. Additionally, the character adds +3 to his strength score for purposes of performing the knockdown opposed strength roll. The characters opponent also has a -3 to his save versus death when checking for knockout on a critical hit.
i. Grand mastery. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. 3rd entry indicates minimum level required before skill can be acquired. 4th entry indicates prerequisites required before the skill can be acquired. Grand mastery w/wrestling permits the character to score critical hits (knockout check) on any to hit roll of 16 or > that hits by 5 or > than needed.
j. No one can be non proficient in martial arts.
k. Proficient. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. Characters can spend weapon or non weapon character points to become proficient at martial arts. Proficiency at martial arts benefits warriors by permitting them their full allotment of melee attacks. Other characters receive no benefit. If a character has enough points/slots, he can become proficient in more than one martial arts style. Note that the four different martial arts styles do not constitute a weapon group, and must all be taken separately.
l. Expertise. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. A character can become a martial arts expert by spending the indicated number of character points (weapon or non weapon). Provided the character is already proficient with the skill. Expertise provides no benefits to warriors. It does however permit non warriors to make multiple attacks as if a non specialized warrior. (see table 15. PHB, pg 36). Characters that are proficient in more than one style may only become experts in one style.
m. Specialization. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. 3rd entry indicates minimum level required before skill can be acquired. 4th entry indicates prerequisites required before the skill can be acquired. Specialization w/martial arts gives the character +1 To Hit, +2 to damage, and multiple attacks; 3/2 at levels 1-6, 2/1 at levels 7-12, and 5/2 at 13+. Additionally, the character adds +1 to his strength score for purposes of performing the knockdown opposed strength roll. Specialized character may make martial arts attacks against armed opponents without provoking attacks of opportunity. Specialists can attempt blocks and disarms against armed opponents w/out the usual penalties. Martial artists disarm against 2-hndd weapons at a -4 penalty instead of -8. Characters that are proficient in more than one style may only become specialists in one style.
n. Mastery. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. 3rd entry indicates minimum level required before skill can be acquired. 4th entry indicates prerequisites required before the skill can be acquired. Mastery w/wrestling gives the character +3 To Hit, +3 to damage, multiple attacks remain as if the character were specialized. Additionally, the character adds +3 to his strength score for purposes of performing the knockdown opposed strength roll. The characters opponent also has a -3 to his save versus death when checking for knockout on a critical hit. A martial arts master threatens his front squares and is entitled to make attacks of opportunity just as if he were armed with a weapon. A martial arts master can choose to inflict normal damage instead of mostly temporary damage. If a master rolls a critical hit while inflicting normal damage, he scores a bludgeoning critical instead of a knockout chance. Compare the masters size to the opponents size for severity. Reduce the masters size category by one if the attack is a punch.
o. Grand mastery. 1st entry indicates whether skill/style is permitted. Second entry indicates cost in character points. 3rd entry indicates minimum level required before skill can be acquired. 4th entry indicates prerequisites required before the skill can be acquired. Grand mastery w/martial arts permits the character to score critical hits (knockout check) on any to hit roll of 16 or > that hits by 5 or > than needed.
My campaign makes extensive use of Proficiencies during game play. All sorts of proficiencies are used, to include; Non-Weapon proficiencies, Character Traits, Character Disadvantages, Special Talents, Martial arts Talents, Unarmed Combat proficiencies, Fighting styles, Racial characteristics, and High level skills. I have compiled some notes, and explanations on each of the various types of proficiencies used in the Campaign. Hopefully they will help alleviate some confusion surrounding all these proficiencies. Follow the link above to access the table and notes referenced.
Author: Robert L. Vaessen e-mail: