Combat Proficiencies

From FullPlate
Jump to: navigation, search

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 and Natural Attack Proficiencies. All Combat Styles (Fighting Styles, Defence Styles and Martial Arts Styles) are also Combat Proficiencies.

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

1/2 Damage (Improvised Weapons)

Non-Proficiency Penalty

Lower ROF

1/2 Damage (Improvised Weapons)

2/3 Range

Non-Proficiency Penalty

Lower ROF

1/2 Damage (Improvised Weapons)

2/3 Range

Proficient 1 1/2 Damage (Improvised Weapons) 1/2 Damage (Improvised Weapons) 1/2 Damage (Improvised Weapons)
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.

If a character can take Weapon Specialization or has Unarmed Attack Prowess, they make Specialize instead of taking Expertise in their Unarmed Attacks. They may progress higher only if they have the ability to take higher Weapon Proficiencies, such as Weapon Mastery.

Attacks per Round

When a Character uses the Unarmed Attack action, they gain a number of Attacks that can be spent on Brawling Attacks, Wrestling Attacks, Improvised Attacks or Natural Attacks. The number of attacks agained depends on which Proficiency the character wishes to use but the majority of these attacks must use the relevant proficiency. Thus, a character who has 2 attacks per round and Grand Mastery Brawling could use 2 Attacks for Brawling and 1 Attack for Wrestling.

A Character may use Two-Weapon Fighting or Multi-Weapon Fighting to gain additional attacks.

The character may not mix and match Unarmed Attacks with normal Attacks unless they use One Weapon style or No Holds Barred style, otherwise wielded weapons are used as Improvised Weapons.

Brawling

Brawling Proficiency applies to Punches, Kicks, Headbutts, Slam Attacks and Improvised Attacks.

Brawling Attacks are assumed to be using the whole body to secure a meaningful attack. A character may exchange any one of their Attacks per Round for any specific type - be it a punch, a kick, a headbutt, etc.

Wrestling

Wrestling Attacks are grabs, throws, grapples, body slams and so fort. They are primarily used to attempt to grapple with a character.

Once a Character is Grappling with another Character, they may use any remaining Attacks for Wrestling Maneuvers.

Improvised Attacks

Improvised Attacks use weapons in a non-standard way (such as using the shaft of a Polearm as a Staff) or taking a non-weapon object and using it as a weapon.

If a weapon is used normally, it uses its Normal Weapon Proficiency and cannot be used in Brawling Attacks. If used as an Improvised Weapon, it may be used as part of Brawling Attacks and uses either the Brawling Proficiency or the Weapon Proficiency closest to the way the weapon is being used. For instance, a chair leg would be considered a Club whilst a Long Sword grasped by blade and by handle would be considered a Spear. Improvised Weapon attacks suffer a -4 to Hit and deal 1/2 damage; this penalty is already applied on the Unarmed Proficiency Table for Improvised Weapons. If the Character has at least Expertise in Brawling or the Weapon Proficiency, the damage penalty is waived, regardless of which Proficiency is being used for the attack.

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. Non-Proficiency stacks with the Improvised Weapon penalty.

Unarmed Proficiency
Proficiency Level Proficiency Points Brawling Attack Wrestling Attack Improvised Attack
Non-Proficient 0 Non-Proficiency Penalty

1/2 Damage as HP, 1/2 Damage as FP

-2 to Knockdown Strength Checks

Provokes Attack of Opportunity

Non-Proficiency Penalty

1/2 Damage as HP, 1/2 Damage as FP

-2 to Wrestling Strength Checks

Provokes Attack of Opportunity

Cannot Wrestle One-Handed

Non-Proficiency Penalty

-4 To-Hit Penalty

1/2 Damage as HP, 1/2 Damage as FP

Provokes Attack of Opportunity

Proficient 1 1/2 Damage as HP, 1/2 Damage as FP

Provokes Attack of Opportunity

1/2 Damage as HP, 1/2 Damage as FP

Provokes Attack of Opportunity

Cannot Wrestle One-Handed

-4 To-Hit Penalty

1/2 Damage

Provokes Attack of Opportunity

Expertise* 2 +1/2 Attack per Round

May Deal Full HP or Full FP Damage with Brawling Attack

May be considered Light Weapon

+1/2 Attack per Round

May Deal Full HP or Full FP Damage with Wrestling Attack

May Wrestle One-Handed with -8 Penalty on To-Hit and Strength checks

May be considered Light Weapon

+1/2 Attack per Round
Specialized 2 +1/2 Attack per Round

+1 To-Hit

+2 Damage

May Deal Full HP or Full FP Damage with Brawling Attack

+1 to Knockdown Strength Checks

-1 to Enemy Saves vs. Knock Out

May be considered Light Weapon

+1/2 Attack per Round

+1 To-Hit

+2 Damage

May Deal Full HP or Full FP Damage with Wrestling Attack

+1 to Wrestling Strength Checks

May Wrestle One-Handed with -8 Penalty on To-Hit and Strength checks

May be considered Light Weapon

+1/2 Attack per Round

-3 To-Hit

+1 Damage

+1 to Knockdown Strength Checks

-1 to Enemy Saves vs. Knock Out

Mastery 3 +1/2 Attack per Round

+3 To-Hit

+3 Damage

May Deal Full HP or Full FP Damage with Brawling Attack

+2 to Knockdown Strength Checks

-2 to Enemy Saves vs. Knock Out

May be considered Light Weapon

+1/2 Attack per Round

+3 To-Hit

+3 Damage

May Deal Full HP or Full FP Damage with Wrestling Attack

+2 to Wrestling Strength Checks

May Wrestle One-Handed with -4 Penalty on To-Hit and Strength checks

May be considered Light Weapon

+1/2 Attack per Round

-1 To-Hit

+2 Damage

+2 to Knockdown Strength Checks

-2 to Enemy Saves vs. Knock Out

High Mastery 4 +1/2 Attack per Round

+3 To-Hit

+3 Damage

May Deal Full HP or Full FP Damage with Brawling Attack

+1 Critical Range

+3 to Knockdown Strength Checks

-3 to Enemy Saves vs. Knock Out

May be considered Light Weapon

Increase Effective Size by 1 for purposes of Knockdowns against targets with larger Size

+1/2 Attack per Round

+3 To-Hit

+3 Damage

May Deal Full HP or Full FP Damage with Wrestling Attack

+1 Critical Range

+3 to Wrestling Strength Checks

May Wrestle One-Handed with -4 Penalty on To-Hit and Strength checks

May be considered Light Weapon

Increase Effective Size by 1 for purposes of Wrestling against targets with larger Size

+1/2 Attack per Round

+0 To-Hit

+3 Damage

+1 Critical Range

+3 to Knockdown Strength Checks

-3 to Enemy Saves vs. Knock Out

Increase Effective Size by 1 for purposes of Knockdowns against targets with larger Size

Grand Mastery 5 +1 Attack per Round

+3 To-Hit

Increase Damage Dice one Step

+3 Damage

May Deal Full HP or Full FP Damage with Brawling Attack

+2 Critical Range

+4 to Knockdown Strength Checks

-4 to Enemy Saves vs. Knock Out

May be considered Light Weapon

Increase Effective Size by 2 for purposes of Knockdowns against targets with larger Size

+1 Attack per Round

+3 To-Hit

Increase Damage Dice one Step

+3 Damage

May Deal Full HP or Full FP Damage with Wrestling Attack

+1 Critical Range

+4 to Wrestling Strength Checks

May Wrestle One-Handed with -4 Penalty on To-Hit and Strength checks

May be considered Light Weapon

Increase Effective Size by 2 for purposes of Wrestling against targets with larger Size.

+1 Attack per Round

+1 To-Hit

Increase Damage Dice one Step

+3 Damage

+1 Critical Range

+4 to Knockdown Strength Checks

-4 to Enemy Saves vs. Knock Out

Increase Effective Size by 2 for purposes of Knockdowns against targets with larger Size

Natural Attack Proficiencies

There are several kinds of Natural Attack Proficiencies. There are Natural Weapons and Natural Defences. Natural Weapons refer to claw attacks, bite attacks, slam attacks - the dissolving touch of a slime, the bite of a dragon, the lash of a displacer beast, anything that requires an attack roll and does direct damage. Natural Defences are unusual abilities - poison, fire breath, petrifying gazes. The bite of a venomous snake is a Natural Weapon, but the venom it injects is a Natural Defence.

Each Natural Weapon is its own Proficiency - a Bite attack and a Claw attack are two different Proficiencies. Similarly, each Spell-Like Ability and Breath Attack a dragon possesses is a different Natural Defence.

If a character can take Weapon Specialization or has Natural Attack Prowess, they make Specialize instead of taking Expertise in their Natural Attacks. They may progress higher only if they have the ability to take higher Weapon Proficiencies, such as Weapon Mastery.

Attacks per Round

When a Character uses the Unarmed Attack action, they gain a number of Attacks that can be spent on Brawling Attacks, Wrestling Attacks, Improvised Attacks or Natural Attacks. The number of attacks agained depends on which Proficiency the character wishes to use but the majority of these attacks must use the relevant proficiency. Thus, a character who has 2 attacks per round and Grand Mastery Brawling could use 2 Attacks for Brawling and 1 Attack for Wrestling.

A Character may use Two-Weapon Fighting or Multi-Weapon Fighting to gain additional attacks.

Natural Attack Proficiency Levels

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

Natural Attack Proficiency
Proficiency Level Proficiency Points Natural Weapon Natural Defence
Non-Proficient 0 Non-Proficiency Penalty

1/2 Damage

Provokes Attack of Opportunity

Attack is considered Off-Handed for purposes of penalties

+3 to Opponent Saves

-1 Damage per Dice (minimum 1)

Provokes Attack of Opportunity

Proficient 1 No Benefits Provokes Attack of Opportunity
Expertise* 2 +1/2 Attack per Round

May Deal 1/2 FP and 1/2 HP Damage or Full HP Damage with Natural Attack

May be considered Light Weapon

No Benefits
Specialized 2 +1/2 Attack per Round

+1 To-Hit

+2 Damage

May Deal 1/2 FP and 1/2 HP Damage or Full HP Damage with Natural Attack

May be considered Light Weapon

-1 to Opponent Save
Mastery 3 +1/2 Attack per Round

+3 To-Hit

+3 Damage

May Deal 1/2 FP and 1/2 HP Damage or Full HP Damage with Natural Attack

May be considered Light Weapon

-2 to Opponent Save

+1 Damage per 10 Damage Dealt

High Mastery 4 +1/2 Attack per Round

+3 To-Hit

+3 Damage

+1 Critical Range

May Deal 1/2 FP and 1/2 HP Damage or Full HP Damage with Natural Attack

May be considered Light Weapon

-3 to Opponent Save

+1 Damage per 8 Damage Dealt

Grand Mastery 5 +1/2 Attack per Round

+3 To-Hit

Increase Damage Dice one Step

+3 Damage

+1 Critical Range

May Deal 1/2 FP and 1/2 HP Damage or Full HP Damage with Natural Attack

May be considered Light Weapon

-4 to Opponent Save

-1 Recharge Time

+1 Damage per 6 Damage Dealt

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