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, 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.

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.

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

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.

Training

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Changing Proficiencies