Weapon Proficiencies
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Each week of training under a tutor
grants 5 points
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Each occurrence of combat in which
the weapon was used provides 1 point
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Each sparring practice in which the
weapon was used provides ½ point
Skill in a weapon is gained similar
to the way one gains Non-Weapon Proficiencies, but instead of being based
on an ability score of the character, it is based on their Current Class
Thac0. Which makes it easier for fighters to learn new proficiencies than
the other classes, especially at higher levels, but this makes sense, as
fighters are generally more combat oriented. Gaining additional slots in
a weapon also works the same as NWPs. Once a character has as many points
in a weapon equal to their Current Class Thac0 multiplied by the total
slots currently in that weapon, they may increase their skill in it (provided
a slot is available).
Character Groups and Weapon
Specializations
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Those in the Rogue group may either
Specialize in Three or gain High Mastery in One.
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Those in the Cleric group may either
Specialize in Two or gain Mastery in One.
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Those in the Mage group may gain
Mastery in One.
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Those in the Ranger or Paladin classes
have the options to gain Grand Mastery in One OR Mastery in Two OR High
Mastery in One and Specialize in Two OR Specialize in up to Four.
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Those of the Fighter class may gain
Grand Mastery in One AND Mastery in a Second OR High Mastery in Two OR
Grand Mastery in One AND Specialize in Two OR Specialize in up to Six.
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Those in Subclasses or Kits must
be dealt with in a case by case basis.
Weapon Specialization and
Mastery
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Familiarity: ½ non-proficiency
penalty for weapons of the same tight grouping, Crits are scored on a Natural
roll of 20 that exceeds target’s armor class by a margin of 5 points.
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Proficiency: must be at least
first level, no penalties to attack rolls, Crits are scored on Natural
rolls from 18-20 that exceeds target’s armor class by a margin of 5 points.
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Specialization: +1 to hit,
+2 to damage, Crits same as proficiency.
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Bow Specialization: +1 to
hit all ranges, additional attacks at higher levels, new range category
“point-blank” (any shot 30’ or less) this grants a +2 bonus on damage,
automatic fire first (on a 1) if an arrow is at the ready before combat
starts. Note this is not an additional attack for the round, it simply
means that archers can fire their first arrow on a 1 in the first round.
(Point-Blank range does NOT give automatic double damage)
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Crossbow Specialization: all
bonuses as Bow Specialist with exception that point blank range is considered
any shot 60’ or less.
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Mastery: total of +3 to hit,
+3 to damage.
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Bow and Crossbow Mastery:
point blank bonuses are increased to +3 to hit, +3 to damage, short , medium
and long ranges are now made at +2 to hit.
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High Mastery: +2 to initiative,
Crits on Natural rolls from 16-20 that exceed target’s armor class by a
margin of 5 points. A character must attain at least 6th level before spending
a slot in High Mastery.
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Bow and Crossbow High Mastery:
As High Mastery plus additional range category of Extreme Range (1/3 farther
than long range) with a –10 to hit penalty before adjustments (+2 from
Mastery).
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Grand Mastery: +1 attack per
round in addition to a Specialists rate of attack for level, increased
damage and knockdown dies to next higher die. A character must attain at
least 12th level before attaining Grand Mastery.
DM’s Note:
High Mastery and Grand Mastery should require a great deal of time and
personal sacrifice on the part of the character. Other High and Grand Masters
of those weapons should be used as instructors for possibly several months
to attain such a degree of expertise.