Character Creation Rules

"What you were is only important in how it made you what you are."

Roll For Ability Scores
To determine an individual ability score, roll 4d6 (that’s 4 of the cube ones) and add up the three highest numbers you get. This should give you a base ability score between 3 and 18. Repeat the process five more times. The six final numbers you end up with represent the following ability scores, in the order you rolled them: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. Then add your racial bonuses.

Weapon and Armor Proficiencies
Because the idea of a fighter knowing how to fight with LITERALLY EVERY WEAPON EVER is absolutely ridiculous to me, we’re changing how proficiencies work. You’ll be choosing specific weapons and armors you have trained with. Over time, you’ll be able to get more of these, but as first level characters you’ll start a little more limited in your initial options.

Weapon proficiency points (WPP): Individual simple weapons (either melee or ranged) cost 1 WPP, martial weapons cost 3 WPP.

Armor proficiency points (APP): Individual light armors cost 1 APP, medium armors cost 2 APP, and heavy armors cost 3 APP. Shield proficiency costs 2 APP.

= Ancestries =

* You’ll see some conflicting stats and stuff if you look these up. I’ve made a change or two. Use what you see here for stats. Also, you’ll see stuff in Red! That’s either a link or something that’s not finished yet. Never fear, it’ll get sorted soon.

Note: all ancestries have also been changed to have natural lifespans similar to that of humans. So people of all types in this universe live between 60 and 90 years barring things like getting horribly murdered by the terrifying things that live on another continent because some freaky dudes in masks convinced you to get on a boat to go check that place out… Ha, what a funny and random thought. It definitely won’t happen to any of you. Additionally, no playable ancestries have

Humans
Humans possess a unique ability for learning. Most beings are really only able to ever master a few trades in their lives. Humans quite often drift from one passion to the next, easily picking one up after the other. Warrior philosophers, poet merchants, and arcane craftsmen. Humans are often the links in the chain of civilization, bringing opposites together, and making the whole wheel turn. Despite the advantages of their skill diversity, the greatest asset afforded to the race is the malleability of the human soul. There is no greater natural conduit of supernatural power of any type. As a result, humans possess the greatest number of wizards, sorcerers, and though they only recently acquired the ability to commune with nature, heavily bolster the ranks of the many druidic circles of the Seven Sacred Cities. Humanity also possesses the sole ability to hear the World Song, the fundamental threads of reality that hold the universe together. It is the playing of these threads and the weaving of new melodies that manifests as Bardic magic, a purely human art. It is believed by many scholars that whatever the immortal overlords of Teah became, their origins lay with the human race.

Human Stats
Human heights are anywhere from just under 5 feet all the way up to just under 7. Weights are similarly wide ranging, from around 100, all the way up to 270 or even more in rare cases. (You know what humans look like you cheeky shits!)

Ability Score Increase: Increase all ability scores by 1.

Size: Medium

Speed: 30ft

Languages: Neo Sontoro and one other language of your choice.

Versatility: You may forgo any of your starting ability score improvements (the +1 to each ability score you get for being human) in exchange for a skill, tool, language proficiency, or 1 APP/WPP. You may do this up to six times, once for each ability score.

Pactmarked
These are kinda still in development due to me hoping to reflect the fiction of the ancestries more fully while still being balanced. These ancestries are likely to get “patched” in the future so be willing to roll with the updates and work with me on finding a good spot.

Orcs were a common sight in the armies of old Teah. They were always strong stock. A sturdy lot bred by the harsh environments they inhabited. Just before the calamity, there was a meeting of all the elders. They were approached by servants of the Wall, and offered a deal. Strength beyond measure in exchange for service in what came next. They took it, and paid the price in more than just blood. Their skin was turned obsidian and their veins were filled with ichor. Their rage was made insatiable, and they were robbed of their will. Then the Wall died, and all at once an entire species awoke from a horrific and bloody nightmare, irrevocably changed. Now, the orc race bears the after effects, the Curse. As they reach midlife, their skin begins to harden like stone and over years they become trapped in their own flesh prison. And as if the petrification over years wasn’t maddening enough, they are plagued by prophetic nightmares that drive many elders to senility. The tragic result of such a curse is that many a young orc seeks their demise before they reach their 30th winter, by combat or otherwise.

Despite the obvious cautionary tale, history would repeat itself. During the Last War, both the Shadow and the Eye offered similar bargains to their human recruits. Though the acceptance was not nearly as widespread, there were still thousands who were once again willing to exchange their essence for power. The Ashborn, as they were called, became among the most fearsome warriors of the Last War, though the benefits were not uniform depending on the Divine to which the Ashborn owed its service. With the death of the last Divines at Broadhill, the Ashborn too are free. What price they will pay for it has yet to be seen.

Orc Stats
Most full grown orcs stand between 6 and 7 feet tall and weigh between 230 and 300 pounds. Their skin is either a black or dark grey, with red or purple slightly iridescent veins. As they age, their skin gains a glassy black sheen as it hardens to stone.

Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 2.

Size: Medium

Speed: 30ft

Languages: Neo Sontoro and either Heham or Trechak

Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Menacing: You are trained in the Intimidation skill.

Powerful Build: You count as one side larger when determining carrying capacity and the weight you push, drag, or lift.

Orcish War Training: You gain proficiency with battleaxes, scimitars, and gain 1 APP.

Curse of Obsidian: As you age, your body weakens and you are beset by nightmarish visions of things gone by, things that are, and things that are yet to be. The details of this racial feature are in the following document: Curse of Obsidian

Pact Sense: You can sense the presence of supernatural creatures due to your divine ties. As an action, you can detect the presence of Undead, Fiends, Celestials, or Fey within 60 ft. Once you’ve used this feature, you cannot do so again until you complete a long rest.

Ashborn Stats
Ashborn share the physical build of humans, but with the same dark skin as orcs. Ashborn all have a “mark” they gained when the pact was made. Each mark is unique, and many ashborn still hold it sacred, keeping it hidden from all but their closest confidants. Ashborn of the Eye also commonly have black, glassy eyes.

Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.

Size: Medium

Speed: 30ft

Languages: Neo Sontoro and one other language of your choice.

Menacing: You gain proficiency in the Intimidation skill

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice on additional time and add it to the extra damage of the critical hit.

Servant of the Eye: Your pact has hardened you against the effects of the arcane. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. If you take this feature at character creation, you cannot take the Servant of the Shadow feature.

Servant of the Shadow: You can manipulate shadows around you to obfuscate your maneuvers in combat. As a bonus action, you can move your speed without provoking attacks of opportunity. Once you use this feature, you cannot use it again until you complete a short or long rest. At 5th level, when you use this feature you may cast the Darkness spell on the space you begin this movement. If you take this feature at character creation, you cannot take the Servant of the Eye feature.

The Price Unpaid: Every Pact has a price. Yours is yet unknown. No Ashborn has ever lived long enough to see it come due.

Pact Sense: You can sense the presence of supernatural creatures due to your divine ties. As an action, you can detect the presence of Undead, Fiends, Celestials, or Fey within 60 ft. Once you’ve used this feature, you cannot do so again until you complete a short or long rest.

Giant Kin
Natives to the land that would become the Seven Sacred Cities, a land referred to as such only because the giant kin never bothered to come up with a name for it themselves. The giant kin were an insular lot. They had no fear of outsiders or other clans, but just generally prefered to keep to themselves. When the Teahns arrived, there was little contact for a long time. The Forest Giant continued their way of life in secluded forests and jungles, the Mountain Giant continued to wander from mountain to mountain. Tensions eventually mounted between the giants and Teahns, resulting in bloody skirmishes along the wilder sections of the island. These periodic flare ups lasted a generation, until it seemed there was going to be an escalation to all out war. There were many who wished to prevent such conflict, not the least among them was the Circle of the Verdant Dream. These Forest Giant druids had already limited the conflict with the G’zil by allowing the intermingling of the two groups’ druidic traditions, which in turn restored the G’zil’s connection with the spirits that was lost in the Nikam da Ashar. They would at this point attempt the unprecedented task of passing their druidic tradition to a race yet unmarked by the spirits. After a time, just as the drums of war seemed inexorable, the first human druids joined the Circle of the Verdant Dream, and conflict was narrowly avoided by the show of solidarity. Ultimately, only humans proved able to fully commune with the spirits, but over time the giants have become closer with the Teahns and are fully integrated as part of the cultural bedrock of the Seven Sacred Cities. Forest Giants can now be found opening their enclaves to members of other ancestries, and the Mountain Giant are often seen carousing with humans and getting into tavern brawls with orcs.

Mountain Giant Stats
Mountain Giants stand between 7 and 8 feet tall and frequently weigh over 300 pounds. They also uniquely possess some exoskeletal plates that grow out from their endoskeletal structure, granting many parts of their body a somewhat bone armored quality.

Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.

Size: Medium

Speed: 30ft

Languages: Neo Sontoro and Plania

Powerful Build: You count as one side larger when determining carrying capacity and the weight you push, drag, or lift.

Natural Athlete: You have proficiency in the Athletics skill.

Stone’s Endurance: Your bone plates allow you to occasionally shrug off damage. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.

Forest Giant Stats
Forest Giants are similarly sized to the Mountain Giant, if a bit leaner. Their skin is often shades of grey-blue or grey-green. Fur is not an uncommon site on Forest Giants.

Ability Score Increase: Your Wisdom score increases by 2, and your Strength score increases by 1.

Size: Medium

Speed: 30ft

Languages: Neo Sontoro and Plania

Powerful Build: You count as one side larger when determining carrying capacity and the weight you push, drag, or lift.

Forest Giant Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with other humanoids.

Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.

Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of our words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Goblinoids
Back in Teah, the goblinoids adhered to a rigid caste system that operated with ruthless efficiency. The three races operated in distinct roles to form hives that comprised of thousands. Hobs traditionally operated at the top, issuing orders to the others by virtue of their martial prowess. Wobs were enforcers and guards, mostly because they were constantly getting outsmarted by Hobs. Vobs were the generalist gruntwork, being both more numerous and more easily intimidated by the other two due to the size mismatch. Whatever the original reasoning for determining who took orders from whom, the success it granted the goblinoids in their campaigns against the Empire of Teah was not to be argued with, and so it endured with some amount of enthusiasm from even the Vobs. Since the societal collapse that was part of the Nikam da Ashar, the caste system has become somewhat a relic of the past. In some Cities, the local goblinoid community still adheres to the hive roles in the hopes of the same efficiency and success. In other areas it is disregarded, as vobs, wobs, and even hobs, prefer to choose a path on their own rather than the one prescribed to them.

Wobgoblin Stats
If a 7 foot tall, long armed, and hairy being breaks your door in half, it’s likely a wobgoblin. Additionally, you should probably move, because they likely only have to take a single step to hit you from across the room. Wobs are by far the largest of goblinoids, standing between 6 and 8 feet and weighing around 300 pounds. Their fur ranges from black to pale brown and though usually short, covers their entire body.

Ability Score Increase: Your Strength score increases by 2, and your Dexterity score increases by 1.

Size: Medium

Speed: 30ft

Languages: Neo Sontoro and Heham

Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build: You count as one side larger when determining carrying capacity and the weight you push, drag, or lift.

Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Bloodscent: Goblinoids can smell blood for miles, even while days behind. You can unerringly follow the trail of injured creatures if the scent is less than a week old.

Hobgoblin Stats
Hobgoblins are between 5 and 6 feet and weigh 150 to 200 pounds. In general, they’re characterized by skin tones from deep red to brown and dark hair.

Ability Score Increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.

Size: Medium

Speed: 30ft

Languages: Neo Sontoro and Heham

Martial Training: You are proficient with two martial weapons of your choice and gain 1 APP.

Saving Face: Hobs must maintain an image of effectiveness to keep the hive in line, or some hobs just simply hate looking bad in front of their allies. If you miss an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.

Bloodscent: Goblinoids can smell blood for miles, even while days behind. You can unerringly follow the trail of injured creatures if the scent is less than a week old.

Vobgoblin Stats
Vobgoblins are the second smallest race that inhabits the Seven Sacred Cities. Adult goblins are 3 to 4 feet tall and weigh between 40 and 80 pounds. Most vobgoblins are green, but many clans have a more red-brown tint.

Ability Score Increase: Your Dexterity score increases by 2, and your Constitution score increases by 1.

Size: Small

Speed: 30ft

Languages: Neo Sontoro and Heham

Fury of the Small: When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

Bloodscent: Goblinoids can smell blood for miles, even while days behind. You can unerringly follow the trail of injured creatures if the scent is less than a week old.

Scaled Ones
Unlike goblinoids, not all the scaled ancestries of Teah actually have blood relation. Ice bloods, a completely distinct breed, prefered subterranean societies to those above ground, but in warmer areas were known to roam about in great caravans. In the volcanic fields of Teah, ice blood clans often dug great caverns beneath lava flows to ensure the earth around them was warm to their liking. When threatened, they often used swarming tactics, and could even weaponize their ecolocative abilities to stun enemies.

The g’zil and brightscales were both more solitary societies. G’zil could live in groups of as few as three adults, and brightscales often operated only in mated pairs. In areas inhabited by both groups, vicious and violent competition for limited hunting grounds was common. Brightscale breath weapons were deadly, but the g’zil possessed the unique ability to commune with the spirits of nature.

In the Cities, all three groups find themselves both scattered and packed in. Hopefully after all this time they can let old grudges die. After all, it’s only Bamnai that never forgets.

Ice Bloods Stats
Ice bloods are physically unintimidating, but their small stature and quick reflexes make them quite effective in many circumstances. Ice bloods are 2 to 3 feet tall and generally clock in at right around 30 pounds. Their scales can be a wide variety of colors.

Ability Score Increase: Your Dexterity score increases by 2, and your Strength score is reduced by 2.

Size: Small

Speed: 30ft

Languages: Neo Sontoro and either Heham or Zil

Echolocation: You have blindsight within 30 feet.

Echolocative Feedback: As an action on your turn, you can emit a hypersonic pulse that weakens nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can hear you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Pack Tactics: You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

G’zil Stats
The most distinctive physical trait of g’zil is the large crests attop their heads. In contrast to their normally dark scales, these crests are a myriad of vibrant colors that compliment whatever darker shade the body scales happen to be. G’zil stand over 6 feet tall and average 250 pounds.

Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1.

Size: Medium

Speed: 30ft

Languages: Neo Sontoro and either Trechak or Zil

Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, monstrosity, or plant creature of size small or larger to create on of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.

Hold Breath: You can hold your breath for up to 15 minutes at a time.

Hunter’s Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Amor: Your skin is tough even compared to other scaled ones. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this  trait again until you finish a short or long rest.

Brightscales Stats
Where g’zil reserve vibrancy for their crests, brightscales all fall into one of a few striking monochromes across their entire body. As for size, brightscales are nearly the same size profile as g’zil, being over 6 feet and around 250 pounds.

Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1.

Size: Medium

Speed: 30ft

Languages: Neo Sontoro and either Heham, Trechak, or Zil

Chromatic Ancestry: Brightscales all come in one of five colors, each from a long clan lineage, and each possessing a unique breath weapon and resistance to its damage type.

Black: Acid Damage, 5 by 30 ft line (Dex Save)

Blue: Lightning Damage, 5 by 30 ft line (Dex Save)

Green: Poison Damage, 15 ft cone (Con Save)

Red: Fire Damage, 15 ft cone (Dex Save)

White: Cold Damage, 15 ft cone (Con Save)

Breath Weapon: You can use your action to exhale destructive energy, the damage type and area of which is determined by your chromatic ancestry.. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw of the type specified by your chromatic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

= Classes =

This is just a class list for the game. I note important changes I’ll be making. Also don’t have the class features and stuff listed because that’s SO MUCH SHIT. We’ll just talk it out. Easier that way. The classes will have the information needed for the new weapon and armor proficiency system. Each class also has listed the starting money you’ll have to buy equipment. Don’t worry about rations, unless you want to spend your starting equipment cash on alcohol. Who am I to tell you what to do? Probably a good idea to work out starting equipment as an expedition. It’d be terrible to go mountain climbing and find out no one bought pitons. Well, terrible for you. I’d find it hilarious.

Fair warning, any feature from a class that gives you an at-will fly speed is getting replaced with something else.

“But Dungeon Master, where’s the Paladin and Cleric???”

Dead, lost their powers, or dead AND lost their powers. The last two Divines in the world just had a knock down drag out war and both got themselves killed. No more “gods” to draw power from. As such, no clerics and no paladins.

Artificer
Eberron: Rising from the Last War is the class version we use.

WPP: 5

APP: 5

Starting Money: 5d4 x 10 gp

Proficiency Progression:

3rd: 1 WPP

5th: 1 tool/language

Barbarian
Restrictions:

No Path of the Zealot

Must be a Giant Kin, G’zil, or Human in order to be a barbarian.

WPP: 9

APP: 4

Starting Money: 2d4 x 10 gp

Proficiency Progression:

3rd: 3 WPP, 1 APP

5th: 1 tool/language

Bard
Notes:

You must be a Human to be a Bard.

This class may not cast spells while wearing heavy armor.

WPP: 5

APP: 2

Starting Money: 5d4 x 10 gp

Proficiency Progression:

3rd: 1 WPP

5th: 1 tool/language

Druid
Notes:

Must be a Giant Kin, G’zil, or Human in order to be a Druid.

This class may not cast spells while wearing any metal armor.

No Circle of the Moon (there is no moon) no Circle of Stars (there are no stars)

WPP: 2

APP: 3

Starting Money: 2d4 x 10 gp

Proficiency Progression:

3rd: 1 WPP

5th: 1 tool/language

Fighter
WPP: 12

APP: 10

Starting Money: 6d4 x 10 gp

Proficiency Progression:

3rd: 4 WPP, 2 APP

5th: 1 tool/language

Monk
WPP: 3

APP: 0

Starting Money: 5d4 gp

Proficiency Progression:

3rd: 2 WPP

5th: 1 tool/language

Ranger
Ranger is getting an overhaul. On further examination, not a fan of the options. So, I’m making my own ranger that’ll hopefully hit the balance of cool wilderness warrior that I’m going for. For now, we’ll operate with the Ranger as a Fighter subclass.

(The fighter subclass replacement of the ranger class is at the end of this page)

Proficiency Progression:

Rogue
Changes:

The Scout’s Survivalist feature now reads as below:

“When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. If you already were proficient in either of those skills, your proficiency bonus is doubled for any ability check you make that uses that proficiency. At 7th level, when you fail a Navigation test, you may roll twice on the Nav Complications table and select either result.”

WPP: 6

APP: 2

Starting Money: 4d4 x 10 gp

Proficiency Progression:

3rd: 2 WPP

5th: 1 tool/language

Sorcerer
Notes:

This class may not cast spells while wearing heavy armor.

WPP: 2

APP: 0

Starting Money: 3d4 x 10 gp

Proficiency Progression:

3rd: 1 WPP

5th: 1 tool/language

Warlock
Notes:

Spellcasting ability of this class is determined by patron. Can be Intelligence, Wisdom, or Charisma.

This class may not cast spells while wearing heavy armor.

This class may not be selected at character creation,

WPP: 5

APP: 2

Starting Money: 4d4 x 10 gp

Proficiency Progression:

3rd: 2 WPP, 1 APP

5th: 1 tool/language

Wizard
Notes:

In addition to the base spellbook copying rules, Wizards may research spells using downtime. The Wizard selects a spell to research, and must spend a number of weeks equal to the spell’s level experimenting and working towards learning the spell. If the spell has material components, they must be acquired before research can begin. At the end of this downtime period, the Wizard makes an Intelligence (Arcana) check of DC 10+the spell’s level. On a success, the spell is learned and added to the Wizard’s spellbook. On a failure, the Wizard does not learn the spell, but subsequent attempts to learn that spell reduce the learning DC by 2.

Subclasses may get reworked, as the “schools of magic” listed in the PHB may undergo some modification.

This class may not cast spells while wearing heavy armor.

WPP: 2

APP: 0

Starting Money: 4d4 x 10 gp

Proficiency Progression:

3rd: 1 WPP

5th: 1 tool/language

= Backgrounds =

Normal background features will not be included for various reasons, most pertinent being that most of the features are pretty useless in this campaign. As replacement, each character gains the following benefits that should reflect their past experiences in some capacity:

2 skill proficiencies

2 tool/language proficiencies

Characters gain or loose a number of additional proficiencies based on their Intelligence modifier. For example, a character with an Intelligence modifier equal to (-1) would have to select one of the above proficiencies to forego, and a character with an Intelligence modifier equal to (+2) would gain two additional proficiencies of their choice, including additional WPP or APP at a 1-1 conversion.