Weapon Proficiencies

Skill with weapons is a very important part of many characters' lives. Warriors usually know how to wield a great variety of weapons, wizards know very few. Except where noted on this page, characters are restricted to the types of weapons shown for their class in the Player's Handbook.

In addition to becoming proficient in different types of weapons (long sword, mace, club, quarterstaff, etc.), a character can choose to use his or her weapon proficiecies for certain other types of combat skills.

If a character wishes to learn a weapon proficiency not normally allowed to his class, he must begin serious practice with the weapon or skill at least a full level before attaining the proficiency, and he must use the weapon or skill in serious and dangerous battle at every opportunity (a wizard wanting to learn to use a broad sword must use it in battle...actually entering melee and putting himself in harm's way). After this period of learning and training, the character can learn the proficiency with no other penalties. This applies to all standard weapon proficiencies, but not those described below.

The following weapon proficiencies can be learned by different classes, with certain restrictions.


Two Weapon Fighting

Normally when a character wields a weapon in each hand, he suffers a -2 penalty to hit with his main hand and a -4 penalty to hit with his off hand. If this proficiency is taken, those penalties are reduced to 0 and -2, respectively.

If a ranger takes this proficiency, he is able to wield two equal sized weapons at once (provided he is wearing studded leather or lighter armor).

A character can choose to take this proficiency more than once. With two slots devoted to it, the character reduces the hit penalty with his off hand to 0. A third slot spent on this proficiency allows the character to wield two weapons of the same size (such as two long swords or scimitars).

When a weapon is wielded in each hand, the character is allowed one attack per round with the off hand weapon, in addition to any attacks he would normally have with his main hand weapon. This off-hand attack does not gain the wielder's attack or damage bonuses from his Strength. Only magic such as haste would allow more than a single attack each round with the off hand. Unless this proficiency is taken 3 times, the character's off hand weapon must be of smaller size and weight than the main weapon (long sword and dagger, for instance), unless the character is using two daggers.

This proficiency is useable by warriors and rogues.

Unlike most proficiencies, skill points have no effect on this skill.


Unarmed Combat, Defense

This proficiency allows a character to dodge and parry incoming attacks using only his body, without harm. A character with this proficiency suffers no Armor Class penalties while using other unarmed combat skills. It provides no other benefit.

This proficiency is useable by warriors, rogues, and priests of deities which allow bludgeoning weapons.

Unlike most proficiencies, skill points have no effect on this skill.


Unarmed Combat, Kicks

This proficiency allows a character to inflict greater amounts of damage with his feet and legs when not attacking with a weapon. A character gets one attack per round (as per normal weapon attacks) for 1d6 points of bludgeoning damage.

The character using this skill must be careful in its use. Striking an armored opponent can cause damage to the character making the attack. A successful hit against an armored (or very thick skinned) opponent inflicts normal damage, but the character suffers 1 point of damage for every 2 points of the opponents AC below 10 (ie. striking a fighter in field plate causes 4 points of damage to the striking character).

If a character with this skill does not use a weapon that he can parry other weapons with (or does not know the "unarmed combat, defense" proficiency), he suffers a -2 penalty to his Armor Class (up to AC: 10). This penalty is not cumulative with the penalty from other unarmed combat proficiencies.

A fighter can choose to specialized in this type of attack instead of a weapon, gaining the extra attacks, +1 to hit, and +2 to damage that a normal fighter would gain from using a specialized weapon.

Skill points can be used to improve this skill.


Unarmed Combat, Punches

This proficiency allows a character to inflict greater amounts of damage with his hands and arms when not wielding a weapon. A character gets two attacks per round for 1d4 points of bludgeoning damage.

The character using this skill must be careful in its use. Striking an armored opponent can cause damage to the character making the attack. A successful hit against an armored (or very thick skinned) opponent inflicts normal damage, but the character suffers 1 point of damage for every 2 points of the opponents AC below 10 (ie. striking a fighter in field plate causes 4 points of damage to the striking character).

If a character with this skill does not use a weapon that he can parry other weapons with (or does not know the "unarmed combat, defense" proficiency), he suffers a -2 penalty to his Armor Class (up to AC: 10). This penalty is not cumulative with the penalty from other unarmed combat proficiencies.

A fighter can choose to specialized in this type of attack instead of a weapon, gaining the extra attacks (with one hand), +1 to hit, and +2 to damage that a normal fighter would gain from using a specialized weapon. In this case the second hand can be used to add one attack per round (as per the two-weapon fighting rules).

Skill points can be used to improve this skill.


Unarmed Combat, Throws

This proficiency allows a character to use his body to flip, throw, and grapple his opponents when not wielding a weapon, using the opponent's own power and mass against them (much like aikido). A character gets one throw or flip per round (as per normal weapon attacks), with resulting damage depending on the terrain on obstacles struck by the opponent.

A character with this skill can throw any single creature of up to one size larger than himself. Thus, a human could flip a half-ogre, and a half-ogre could flip a giant, but a halfling could not flip a half-ogre.

If a character with this skill does not use a weapon that he can parry other weapons with (or does not know the "unarmed combat, defense" proficiency), he suffers a -2 penalty to his Armor Class (up to AC: 10). This penalty is not cumulative with the penalty from other unarmed combat proficiencies.

A fighter can choose to specialized in this type of attack instead of a weapon, gaining the extra attacks, +1 to hit, and +2 to damage that a normal fighter would gain from using a specialized weapon.

Skill points can be used to improve this skill.




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