Proficiency
Proficiency feats grant a character proficiency with a type of armor, magic, shield, or weapon.
ARMOR & SHIELDS
A creature that wears armor or wields a shield adds it's listed armor bonuses to their Armor Rating (AR) and shield bonuses to their Parry Defense Class (PDC). However, they also apply its penalty to:
- Attack rolls
- Base speeds (round down to nearest 5-foot increment after all penalties added up)
- Concentration rolls
- DCs with special attacks they make
- Dexterity- and Strength-based skill rolls
- Dodge DC
- Reflex saving throws
A character proficient with an armor or shield only applies its penalties to Base Speeds, Dexterity- and Strength-based skill rolls, and Reflex saving throws. If their Strength modifier is equal to or greater than the Armor or Shield bonus before enhancements, they don't apply the penalty to their Base Speeds or Reflex saving throws.
ATTACK ROLLS AND WEAPONS
A character proficient with a type of magic or weapon gains a +3 proficiency bonus to attack rolls, Concentration rolls, and DCs of special attacks they make with them (similar to how class skills work).
Weapons: You get a +3 proficiency bonus to attack rolls with all weapons you're proficient with. There is no -4 penalty for being non-proficient, but you do take the -4 penalty for using impromptu weapons. Classes that grant you proficiency with "all martial weapons" grant you proficiency with all weapons except Double Weapons, Firearms, Monk Weapons, and Siege Weapons.
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DIFFICULTY CLASS & SAVING THROWS
Your base saving throw is always equal to your total hit dice regardless of race or class. If your class had a "good" saving throw, it gives you Great Fortitude, Iron Will, or Lightning Reflexes as a bonus feat at 1st level instead. These feats grant you a +3 proficiency bonus to the listed saving throw instead of the normal +2.
DCs are calculated based on FULL hit dice (rather than half) and DOUBLE spell tier (rather than just spell level).
MAGIC
The Magic Proficiency feat gives you proficiency with two aspects of magic (school, subschool, or descriptor). You must be proficient with at least ONE aspect of a power in order to learn that power. You must be proficient with ALL aspects of a power to be proficient with the power.
If you're proficient with a power, you add a +3 proficiency bonus to:
- Attack rolls, saving throws, and skill rolls made as part of using that power.
- DCs to resist the power.
- Concentration rolls to concentrate on the power.
- Caster level rolls made to use the power.
SKILLS
If you're proficient with a skill, that's the same as saying you have it as a class skill. If you have at least 1 rank in a proficient (class) skill, then you get a +3 proficiency bonus to it.