Proficiencies: Naval and Military Proficiencies
Naval Proficiencies
Military & Guardian Proficiencies
Proficiency | Slots | Proficiency Slot Type | Prerequisite | Success Roll | Modifier | Effect |
---|---|---|---|---|---|---|
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
Proficiency | Slots | Proficiency Slot Type | Prerequisites | Success Roll | Modifier | Effect |
---|---|---|---|---|---|---|
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 |
Remove these ads. Join the Worldbuilders Guild
Comments