New Proficiencies (CGH)

__TOC__
Like proficiency checks in the standard AD&D® game, DARK SUN® game characters check a d20 roll against their proficiency. Although the DARK SUN characters have higher ability scores, a roll of 20 always indicates failure, regardless of the character's ability score.
Gladiators, unlike most warriors, can take the Rogue proficiency Tumbling for the cost of only one slot. Because they spend a large part of their time rolling about the sands and dodging missiles and sword blows, they gain this option.
Recommended proficiencies for gladiators include Blind-Fighting, Endurance, Land-Based Riding, Rope Use, Tumbling, Charioteering, and Running. All of these enhance the PC s abilities in the arena. Intimidation and Observation (found in The Complete Thief's Handbook) are also useful, although they are more advantageous outside the ring than inside.
More esoteric proficiencies for the gladiator include Mountaineering, Tightrope Walking, Juggling, and Animal Lore. Although they may seem to have no immediate use in the arena, consider that the advanced games of most cities call upon knowledge that most gladiators could not be expected to have. By taking physical proficiencies that may seem out of the ordinary, the gladiator can try to prepare himself for any twists the host of the Games may implement.
 Nonweapon Proficiencies
Proficiency 	Slots	Ability 	Modifier
Arena Acting 	1 	Charisma 	-1
Dirty Tricks 	1 	Wisdom 	-2
Massage 	1 	Dexterity 	0
Tactics 	1 	Intelligence	-1
Taunting 	1 	Wisdom 	0
Weakness Identification	2 	Wisdom 	-2