Combat Proficiencies
Contents
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.
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.
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 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 | ||||||||||||
| Proficient | ||||||||||||
| Expertise | ||||||||||||
| Specialized | ||||||||||||
| Mastery | ||||||||||||
| High Mastery | ||||||||||||
| Grand Mastery | ||||||||||||
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
Unarmed Proficiency Levels
Brawling, Natural Attacks, Wrestling
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.
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.