Combat Proficiencies

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Combat Proficiencies

Combat Proficiencies have an effect on how a Character acts in Combat. Whilst some Traits also have an effect on combat (such as Ambidextrous), Combat Proficiencies ONLY effect a character's abilities in Combat.

There are several types of Combat Proficiency - Weapon Proficiencies, Unarmed Proficiencies, Natural Attack Proficiencies, Fighting Styles, Defence Styles and Martial Arts.

Characters gain a number of free Combat Proficiencies from their Class. They also gain a number of Combat Proficiency points from their Level. Bonus Points may also be spent on Combat Proficencies.

Weapon Proficiencies

Weapon Proficiencies reflect the Character's capability to wield a given weapon group. Each Level has a name, though most characters are only able to attain up to Level 2 - Weapon Expertise. Warrior Classes, instead, are able to obtain Weapon Specialization as an alternative Level 2 and then progress beyond this. Unless a Character is specifically noted as being able to attain a level of Weapon Proficiency beyond or instead of Expertise, they cannot attain it.

A character may increase a Weapon Proficiency by spending Combat Proficiency Points or Bonus Points on it. They may also Train.

Weapon Groups

A character can obtain Proficiency in any of the following Weapon Groups. Other Groups may be added at the DM's approval for unusual or exotic weapons.

Weapon Groups
Group Name Examples Familiar Groups
Axe Battle Axe, Hand Axe, Throwing Axe, Great Axe Pick, Hammer, Sickle
Ballista Ballista, Scorpio Heavy Crossbow
Blowgun Blowgun -
Cannon Cannon, Bombard, Field Gun Mortar, Long Arms
Catapult Catapult, Mangonel, Onager, Trebuchet Mortar
Chain Chain, Spiked Chain, Flindbar, Nunchaku Flail, Rope
Club Club, Cudgel, Blackjack, War Club, Great Club, Sap Mace, Staff
Dagger Dagger, Katar, Knife, Stiletto, Throwing Dagger, Throwing Three-Pointed Dagger Short Sword, Parrying Dagger
Fencing Epee, Rapier, Foil, Swordcane Long Sword, Sabre, Short Sword
Flail Footman's Glail, Horseman's Flail, Great Flail, Grain Flail Chain, Rope
Great Swords Claymore, Zweihander, Bastard Sword, Daikatana, Estoc, Odachi Long Sword, Sabre
Hammers Warhammer, Throwing Hammer, Maul, Sledgehammer Axe, Pick, Mace
Hand Crossbow Hand Crossbow, Pellet Bow Light Crossbow, Small Arms
Heavy Crossbow Heavy Crossbow, Arbalest, Belly Bow Light Crossbow, Ballista, Long Arms
Light Crossbow Light Crossbow, Repeating Crossbow Hand Crossbow, Heavy Crossbow, Long Arms
Lance Light Lance, Medium Lance, Heavy Lance, Jousting Lance Spear
Long Arms Musket, Fusil, Arquebus, Rifle, Machine Gun Shotguns, Light Crossbow, Heavy Crossbow
Long Bow Long Bow, Composite Long Bow, Yumi, Flatbow Short Bow
Long Sword Falchion, Broad Sword, Long Sword, Flamberge, Bastard Sword, Katana Short Sword, Sabre, Great Sword, Fencing
Mace Footman's Mace, Horseman's Mace, Morning Star Club, Hammer, Pick
Mortar Mortar, Howitzer, Light Mortar Cannon, Catapult
Parrying Dagger Maine-Gauche, Parrying Dagger, Sai Dagger, Short Sword
Pick Miner's Pick, Footman's Pick, Horseman's Pick, Hook, Grapnel Axe, Hammer, Mace
Polearm Pike, Bill, Guisarme, Military Fork, Naginata, Halberd, Yari Spear, Scythe, Staff
Rope Lasso, Net, Whip Chain, Flail
Sabre Sabre, Cutlass, Khopesh, Kopis, Machete, Scimitar, Dao, Kukri, Falcata Short Sword, Long Sword, Great Sword, Sickle
Scythe Scythe, War Scythe Polearm, Sickle
Sickle Sickle, Kama, Chicken Sickle, Falx Sabre, Scythe, Axe
Shield Buckler, Small Shield, Spiked Shield, Medium Shield, Tower Shield, Dueling Shield -
Short Sword Short Sword, Scramasax, Gladius, Butterfly Sword, Wakizashi, Hoplite Sword Long Sword, Dagger, Sabre, Fencing
Shotgun Blunderbuss, Shotgun Small Arms, Long Arms
Sling Sling, Sling Staff, Sling Shot Throwing
Small Arms Flintlock Pistol, Revolver, Carbine, SMG Hand Crossbow, Light Crossbow, Shotguns, Long Arms
Staff Bo Stick, Quarterstaff, Sling Staff (Melee) Club, Polearm
Throwing Rock, Grenade, Dart, Shuriken, Caltrop, Chakram, Oil Flask, Molotov, Bolas Sling

Weapon Proficiency Levels

A character's capability with a Weapon increases as their Proficiency Level increases. The total benefits are listed below - Mastery grants +3 To Hit total, not +4. Bonuses do stack at a given level - at Mastery, a character has a +2 To-Hit bonus with Ranged Attacks, with a +1 Bonus at Point Blank Range, meaning the Character has +3 To-Hit.

Weapon Proficiency
Proficiency Level Proficiency Points Melee Weapon Ranged Weapon Throwing Weapon
Non-Proficient 0 Non-Proficiency Penalty Non-Proficiency Penalty

Lower ROF

2/3 Range

Non-Proficiency Penalty

Lower ROF

2/3 Range

Proficient 1 No Effects No Effects No Effects
Expertise* 2 +1/2 Attack per Round

1/2 Effective Weapon Weight

Increased Attack Rate

1/2 Effective Weapon Weight

1/2 Effective Ammo Weight

+1/2 Attack per Round (melee)

Increased Attack Rate (range)

1/2 Effective Weapon Weight

Specialized 2 +1/2 Attack per Round

+1 To Hit Bonus

+2 Damage

1/2 Effective Weapon Weight

Increased Attack Rate

+1 To Hit Bonus

+2 Damage at Point Blank Range

1/2 Effective Weapon Weight

1/2 Effective Ammo Weight

+1/2 Attack per Round (melee)

Increased Attack Rate (range)

+1 To Hit Bonus

+2 Damage (melee)

+2 Damage at Point Blank Range (ranged)

1/2 Effective Weapon Weight

Mastery 3 +1/2 Attack per Round

+3 To Hit Bonus

+3 Damage

1/2 Effective Weapon Weight

Increased Attack Rate

+2 To Hit Bonus

+1 To Hit Bonus at Point Blank Range

+3 Damage at Point Blank Range

1/2 Effective Weapon Weight

1/2 Effective Ammo Weight

+1/2 Attack per Round (melee)

Increased Attack Rate (range)

+3 To Hit Bonus (melee)

+2 To Hit Bonus (ranged)

+1 To Hit Bonus at Point Blank Range (ranged)

+3 Damage (melee)

+3 Damage at Point Blank Range (ranged)

1/2 Effective Weapon Weight

High Mastery 4 +1/2 Attack per Round

+3 To Hit Bonus

+3 Damage

+1 Critical Range

1/2 Effective Weapon Weight

Increased Attack Rate

+2 To Hit Bonus

+1 To Hit Bonus at Point Blank Range

+3 Damage at Point Blank Range

+1 Critical Range

1/2 Effective Weapon Weight

1/2 Effective Ammo Weight

+1/2 Attack per Round (melee)

Increased Attack Rate (range)

+3 To Hit Bonus (melee)

+2 To Hit Bonus (ranged)

+1 To Hit Bonus at Point Blank Range (ranged)

+3 Damage (melee)

+3 Damage at Point Blank Range (ranged)

+1 Critical Range

1/2 Effective Weapon Weight

Grand Mastery 5 +1 Attack per Round

+3 To Hit Bonus

Increase Damage Dice one Step

+3 Damage

+1 Critical Range

1/2 Effective Weapon Weight

Increased Attack Rate

+2 To Hit Bonus

+1 To Hit Bonus at Point Blank Range

Increase Damage Dice one Step

+3 Damage at Point Blank Range

+1 Critical Range

1/2 Effective Weapon Weight

1/2 Effective Ammo Weight

+1 Attack per Round (melee)

Increased Attack Rate (range)

+3 To Hit Bonus (melee)

+2 To Hit Bonus (ranged)

+1 To Hit Bonus at Point Blank Range (ranged)

Increase Damage Dice one Step

+3 Damage (melee)

+3 Damage at Point Blank Range (ranged)

+1 Critical Range

1/2 Effective Weapon Weight

  • If Character has Weapon Specialization, they gain Weapon Specialization instead of Weapon Expertise. Most Characters cannot gain a higher level of Proficiency than Expertise, unless stated otherwise.

Non-Proficiency and Familiar Weapons

If a character lacks a Proficiency, they are presumed to be Non-Proficient and thus suffer the Non-Proficient Penalty - if they have a class, they use the penalty listed for that class. If not, they use -2 if they are a warrior-like creature, -4 if they are not.

Some weapons are similar in use to other weapons - a Light Crossbow and a Heavy Crossbow operate similarly. If a Character is Non-Proficient with a Weapon but it is considered Familiar to a Weapon Group they are Proficient with, halve the Non-Proficiency Penalty. Round this down - a -3 penalty becomes a -2 penalty.

Throwing Weapon Familiarity

The use of a weapon of a given Proficiency in melee uses the Weapon Proficiency. If the Character wishes to Throw a Weapon they are Proficient in, they are considered to be Non-Proficient in that weapon but consider it Familiar. A character can make throwing attacks with any weapon using the Throwing proficiency without penalty for Non-Proficiency but, if they make Melee attacks with this weapon, they suffer the full Non-Proficiency Penalty if they lack Proficiency - they are not considered Familiar.

For example, a Cleric wishes to throw a Hammer. They are proficient in Hammers but lack Throwing. Their Non-Weapon Proficiency penalty is -3 so this becomes an attack with a -2 penalty. If they had Throwing, it would suffer no penalty. Meanwhile, a Thief throws an Axe - they suffer no penalty on this attack as they have Throwing Proficiency. If they are forced to engage in melee with an Axe, however, they suffer a -3 penalty; their full Non-Weapon Proficiency penalty.

Unarmed Proficiencies

All Characters begin with Unarmed Proficiency, Wrestling Proficiency and Proficiency in all Natural Attacks. A Character who has Poor Brawler, Poor Wrestler or No Natural Weapons will lack these Proficiencies - spending a Proficiency point in the relevant form removes the tag.

Unarmed Proficiency Levels

A character's capability with a type of Unarmed Attack increases as their Proficiency Level increases. The total benefits are listed below - Mastery grants +3 To Hit total, not +4.

Weapon Proficiency
Proficiency Level Proficiency Points Brawling Attack Wrestling Attack
Non-Proficient 0 Non-Proficiency Penalty

-2 to Knockdown Strength Checks

Provokes Attack of Opportunity

Non-Proficiency Penalty

Provokes Attack of Opportunity

Non-Proficiency Penalty

-2 to Wrestling Strength Checks

Provokes Attack of Opportunity

Proficient 1 Provokes Attack of Opportunity Provokes Attack of Opportunity Provokes Attack of Opportunity
Expertise* 2 May Deal Full HP Damage with Brawling Attack

+1/2 Attack per Round

May Deal Half HP-FP Damage or Full FP Damage with Natural Attack

+1/2 Attack per Round

Specialized 2
Mastery 3
High Mastery 4
Grand Mastery 5
  • If Character has Weapon Specialization, they gain Unarmed Specialization instead of Unarmed Expertise. Most Characters cannot gain a higher level of Proficiency than Expertise, unless stated otherwise. All Characters may obtain Unarmed Specialization in a Natural Attack Type.

Natural Attack Proficiency Levels

There are several kinds of Natural Attack Proficiencies.



A character's capability with a type of Unarmed Attack increases as their Proficiency Level increases. The total benefits are listed below - Mastery grants +3 To Hit total, not +4.


Natural Attack Proficiency, Breath Proficiency, Toxin Proficiency


Everyone can become Specialized in Natural Attacks if they have them - not including Brawling and Wrestling. Perhaps consider creating, effectively, a Skill Tree system for Fighting Styles and Defence Styles akin to Martial Arts. Weapon Proficiency - Unarmed - on this page. The others on own pages as they consist of lists.


Melee Attack Rate per Class

Increased levels of Proficiency increase the number of Attacks per Round a character receives. The number of attacks is dependent on their Base Attacks compared with their Level of Proficiency.

Melee Attack Rate
Proficiency Level 1/2 Attack per Round 1 Attack per Round 3/2 Attacks per Round 2 Attacks per Round 5/2 Attacks per Round 3 Attacks per Round
Non-Proficient 1/2 1 3/2 2 5/2 3
Proficient 1/2 1 3/2 2 5/2 3
Expertise 1 3/2 2 5/2 3 7/2
Specialized 1 3/2 2 5/2 3 7/2
Mastery 1 3/2 2 5/2 3 7/2
High Mastery 1 3/2 2 5/2 3 7/2
Grand Mastery 3/2 2 5/2 3 7/2 4


Ranged and Throwing Attack Rate

Increased levels of Proficiency increase the number of Attacks per Round a character receives. The number of attacks is dependent on their Base Attacks compared with their Level of Proficiency and their class. This effects both Ranged Attacks and Throwing Attacks, but not Throwing Weapons used in Melee.

ROF 1/4

ROF 1/4 Attack Rate
Proficiency Level 1/2 Attack per Round 1 Attack per Round 3/2 Attacks per Round 2 Attacks per Round 5/2 Attacks per Round 3 Attacks per Round
Non-Proficient 1/8 1/6 1/4 1/3 1/2 1
Proficient 1/6 1/4 1/3 1/2 1 3/2
Expertise 1/4 1/3 1/2 1 3/2 2
Specialized 1/4 1/3 1/2 1 3/2 2
Mastery 1/4 1/3 1/2 1 3/2 2
High Mastery 1/4 1/3 1/2 1 3/2 2
Grand Mastery 1/3 1/2 1 3/2 2 5/2

ROF 1/3

ROF 1/3 Attack Rate
Proficiency Level 1/2 Attack per Round 1 Attack per Round 3/2 Attacks per Round 2 Attacks per Round 5/2 Attacks per Round 3 Attacks per Round
Non-Proficient 1/6 1/4 1/3 1/2 1 3/2
Proficient 1/4 1/3 1/2 1 3/2 2
Expertise 1/3 1/2 1 3/2 2 5/2
Specialized 1/3 1/2 1 3/2 2 5/2
Mastery 1/3 1/2 1 3/2 2 5/2
High Mastery 1/3 1/2 1 3/2 2 5/2
Grand Mastery 1/2 1 3/2 2 5/2 3

ROF 1/2

ROF 1/2 Attack Rate
Proficiency Level 1/2 Attack per Round 1 Attack per Round 3/2 Attacks per Round 2 Attacks per Round 5/2 Attacks per Round 3 Attacks per Round
Non-Proficient 1/4 1/3 1/2 1 3/2 2
Proficient 1/3 1/2 1 3/2 2 5/2
Expertise 1/2 1 3/2 2 5/2 3
Specialized 1/2 1 3/2 2 5/2 3
Mastery 1/2 1 3/2 2 5/2 3
High Mastery 1/2 1 3/2 2 5/2 3
Grand Mastery 1 3/2 2 5/2 3 7/2

ROF 1

ROF 1 Attack Rate
Proficiency Level 1/2 Attack per Round 1 Attack per Round 3/2 Attacks per Round 2 Attacks per Round 5/2 Attacks per Round 3 Attacks per Round
Non-Proficient 1/3 1/2 1 3/2 2 5/2
Proficient 1/2 1 3/2 2 5/2 3
Expertise 1 3/2 2 5/2 3 7/2
Specialized 1 3/2 2 5/2 3 7/2
Mastery 1 3/2 2 5/2 3 7/2
High Mastery 1 3/2 2 5/2 3 7/2
Grand Mastery 3/2 2 5/2 3 7/2 4

ROF 2

ROF 2 Attack Rate
Proficiency Level 1/2 Attack per Round 1 Attack per Round 3/2 Attacks per Round 2 Attacks per Round 5/2 Attacks per Round 3 Attacks per Round
Non-Proficient 1 3/2 2 5/2 3 7/2
Proficient 3/2 2 5/2 3 7/2 4
Expertise 2 5/2 3 7/2 4 9/2
Specialized 2 5/2 3 7/2 4 9/2
Mastery 2 5/2 3 7/2 4 9/2
High Mastery 2 5/2 3 7/2 4 9/2
Grand Mastery 5/2 3 7/2 4 9/2 5

ROF 3

ROF 3 Attack Rate
Proficiency Level 1/2 Attack per Round 1 Attack per Round 3/2 Attacks per Round 2 Attacks per Round 5/2 Attacks per Round 3 Attacks per Round
Non-Proficient 2 3/2 3 7/2 4 9/2
Proficient 3/2 3 7/2 4 9/2 5
Expertise 3 7/2 4 9/2 5 11/2
Specialized 3 7/2 4 9/2 5 11/2
Mastery 3 7/2 4 9/2 5 11/2
High Mastery 3 7/2 4 9/2 5 11/2
Grand Mastery 7/2 4 9/2 5 11/2 6


point blank range depends on the weapons normal range and on the weapons type. So Bows and Throwing and Crossbows all have different Point Blank range sets, akin to how extreme range is +1/3 long range.