Second Edition Rules (obsolete)
Custom Proficiencies
Anatomy (int+1): This proficiency reflects a character's detailed knowledge of the structure and arrangement of the human body, including the location and function of bones, muscles, organs, and other soft tissues. This skill has two distinct uses for a wizard. First, knowledge of anatomy provides the character with a +2 bonus on any healing proficiency checks he attempts, when dealing with bones or internal organs. Second, the wizard can use this skill to repair corpses that have been badly damaged. With a successful proficiency check, the wizard can strengthen and reinforce a body, making it more suitable for animation as a mindless undead. This provides a hit point bonus d4-2 (0 minimum) per die for skeletal remains, or a bonus of d4-1 per die for a creature to be animated as a zombie. Such bonuses can never raise a die roll above 8.
Economics: Costs 1 NWP slot. Intelligence -1. Indicates a knowledge of the workings of commerce and finance around the world. Someone with economics proficiency will be familiar with the general movement of goods and currency between regions and countries, and will have an idea of what goods are likely to be in particular demand or ready supply based on time, place, and circumstance.
Necrology: A character with this skill is well versed in the lore of undead creatures. This proficiency may be used to help determin the probable lairs, dining habits and history of such creatures (no ability check needed). Whenever a character with this skill confronts an undead, he or she may be able to specifically identify the creature (discerning between a ghast and a common ghoul, for instance). In addition, providing the character makes another successful ability check, he or she recalls the creature's specific weaknesses and natural defenses or immunities. At the DM's discretion, a failed ability check (in either of these cases) will reveal misleading or even completely erroneous information which may actually strengthen or otherwise benefit the undead.
Philosophy: Costs 1 NWP slot. Intelligence (unmodified). Indicates a familiarity with scholarly theories of metaphysics, ethics, and politics, and an ability to intelligently discuss same. Also indicates a familiarity with the formal principles of logic.
The "Fencing" Style
Here's an alternate fighting style for two weapons, specifically rapier and dagger. First of all, in order to fight in this style, one needs to be at least semi-proficient in both the rapier and the dagger. (The rapier is a medium weapon with a high price tag, 1d6 damage as a piercing weapon, and 1d4 as a slashing weapon, and a speed of 3). Further, one actually needs to know the style, which requires one proficiency slot (two for mages and clerics, none for bards).
When fighting in the “fencing” style, the dagger is relegated almost entirely to defensive duties, and acts like a shield to improve the fencer's AC by 1 against a certain number of melee attacks from the front or flanks (one attack with semi-proficiency in the dagger, three with full proficiency, and five with specialization). The rapier itself provides a similar defence cumulative with that of the dagger.
Except under special circumstances, the fencer is permitted no attacks with the dagger. However, when the fencer rolls an unmodified 19 or 20 on an attack with his rapier, he has found a window of opportunity for use of the dagger, and is permitted a single attack with his dagger at a -2 to hit penalty (with the normal initiative rules for multiple weapon attacks, of course, applying).
Related fighting styles using different longer and shorter weapons may exist, devised by those inspired by the “fencing” style, but, as a rule, they would require the users to be specialized in the weapons non-standard in the “fencing” style. (A historical example would be “ni-to-kenjutsu”, a Japanese style in which both the katana and wakazashi were used simultaneously. It was instituted by a Japanese swordsmaster who had visited Spain and observed European fencing. Prior to this, the wakazashi was primarily a fallback weapon.)
At any time during the battle when an opponent lunges, the fencer may attempt a special attack, wherein he braces the hilt of the rapier against his knee and receives the lunge with it. Such an attack reduces the defender's AC by 3, and gives the attacker a +1 to hit, but it allows the defender an attack roll with a -3 penalty. Success causes serious injury to the attacker (d12+2 damage), as the blade pierces the body. Because of all the penalties involved, and because the blade can not be quickly retrieved after such an attack, this attack is generally only used in dire emergency.
Those who know the fencing style generally know how to use fencing as a sport, using blunt-tipped foils and wooden daggers, that can only cause serious damage in a battle of the inexperienced.
The fencing style is primarily intended to be used only when both opponents are fencers. A mixed battle, therefore, introduces a whole lot of complications:
- The dagger does not provide an effective defence against large weapons (heavy swords, polearms, etc).
- The rapier's defensive bonus is only effective in rapier-to-rapier or rapier-to-unarmed combat.
- The rapier is totally ineffective as a slashing weapon against platemail, and there is a -2 penalty to attacks against chainmail.
- The fencing style can not be used when wearing armor heavier than chainmail, and anything heavier than studded leather causes a -1 penalty to attack rolls.