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Proficiencies: Naval and Military Proficiencies

Naval Proficiencies
ProficiencySlotsProficiency Slot TypePrerequisiteSuccess RollModifierEffect
Riding, Aquatic 2 Wilderness Gillman, Neptunite, Waterling, Spirit Folk (River, Sea), Guijuda Cha +2 may ride submarine mounts such as dolphins, hippocampuses, and giant sea horses; roll for success to perform Horsemanship-level maneuvers
Small Water Craft 1 Wilderness none Wis +1 see Boating, Dungeoneer's Survival Guide
Sailing Craft 1 Wilderness Small Water Craft Wis +1 see Oriental Adventures
Navigation 1 Wilderness Sailing Craft Int +1 see Oriental Adventures
Knots 1 Practical Rope Use Dex +3 Freelander Scouts (-2 Escape Knot), +2 Agilists (0 Escape Knot 0 all others (-3 Escape Knot) fasten knot that holds, any purpose, or untie/escape any knot
Boatwright 1 Practical Carpentry Int -2 see Dungeoneer's Survival Guide
Shipwright 1 Civil Boatwright Int -2 build vessels greater than 60ft long
Sea Legs 1 Physical or Practical Dex 6, Str 6 n/a n/a required to avoid -1 hit penalty while fighting on boat; choppy waters: -1 instead of Dex roll required and -2
Naval Service: Crewman 1 Civil Sea Legs n/a n/a required to function as part of a ship-to-ship fighting unit
Naval Command: Shipmaster 1 Civil Crewman, Navigation n/a n/a can lead a ship's crew, +1 discipline in command position
Naval Command: Commodore 1 Civil or Cultural Naval Command: Shipmaster n/a n/a can lead a fleet equal in boats to henchmen limit, +1 discipline in command position
Naval Command: Admiral 1 Civil or Cultural Crewman, Navigation n/a n/a can command a fleet equal in boats to 12 times henchmen limit, +1 discipline, -1 AR in command position

Military & Guardian Proficiencies
ProficiencySlotsProficiency Slot TypePrerequisitesSuccess RollModifierEffect
Artillery 1 + 1/apparatus type Weapon or Civil analogous weapon prof: Slings, Crossbows, Firearms n/a n/a may operate ranged siege weapons
Charioteering 1 Practical Warrior, Carnivalist Dex -2 see Wilderness Survival Guide
Combat Engineering 2 Civil Warrior or Philosopher Wis +3 Mechanist, +2 Dwarf, +1 Military Discipline, +1 Military Command construct siege weapons, temporary forts, and battlements; -1 AR when part of a siege unit
Guerilla Tactics 3 +1/level (max 4 levels) Practical Warrior, Agilist, or Philosopher n/a n/a +1 level to skills: hide in shadows, snare building, surprise, backstab; grants units under player's command level 1 hide in shadows, snare building, and surprise as long as they follow orders
Heraldry 1 Cultural Int 8 Int +3 recognise all major regional banners and insignias; immediately memorize any knew symbol
Hojojutsu 1 Knots Samurai, Bushi, Carnivalist, Detective, Yakuza, Ninja, Sohei, Serene Knight, unless learned as a martial art supplement attack roll (with binding cord) n/a Bind opponent on successful attack. Gain a +3 bonus on any d20 escape attempt, +1 on a d6 attempt, and a 15% on any %-based attempt. Hojojutsu binding imposes a -3 penalty on any d20 escape attempt, -1 on a d6 attempt, and a 15% penalty on any %-based attempt.
Marching 1 Civil or Athletic Martialist apprenticeship n/a n/a x1.5 outdoor movement on foot (no morale drain)
Signalling 1 Practical or Cultural Heraldry 12 +1/level, +1 Military Disc, +1 Military Command see Oriental Adventures
Military Discipline 1 Civil or Cultural Martialist apprenticeship n/a n/a if entire unit trained in Military Discipline, +1 Discipline; required for closed-formation fighting
Military Service: Infantry 1 Civil Marching, Military Discipline n/a n/a -1 AR when part of a fighting unit
Military Command: Sergeant 1 Civil Military Service: Infantry, Signalling n/a 3 squads Knight, 5 squads Martial Advisor command squad (6-20 bodies), +1 Morale, +1" Command Radius
Military Command: Lieutenant 1 Civil or Cultural Military Command: Sergeant, Cha 10 n/a 3 platoons Knight, 5 platoons Martial Advisor command troop (15-45), +1 Discipline, +2" Command Radius
Military Command: Captain 1 Civil or Cultural Military Command: Lieutenant, Cha 12 n/a 3 companies Knight, 5 companies Martial Advisor command Company (80-150), -1 AR, +4" Command Radius
Military Command: Major 1 Civil or Cultural Military Command: Captain, Cha 14 n/a 3 battalions Knight, 5 battalions Martial Advisor command Battalion (300-1000), +8" Command Radius
Military Command: General 1 Civil or Cultural Military Command: Major, Cha 16 n/a 3 divisions Knight, 5 divisions Martial Advisor, 10 divisions Marshall command Division (10,000-25,000), +16" Command Radius

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