Proficiencies: Physical
Physical proficiency slots may be used for either Weapon proficiencies or Athletic proficiencies.
Weapon Proficiencies:
Weapon proficiency slots are used for weapons, weapon-oriented skills, base forms of weapon-primary martial arts, and armour use.
Warriors use one slot to become proficient in an entire weapon class, whereas other orders use one slot per each specific weapon type. There are many variations on some weapons that are still treated as the same type due to their close resemblance, but larger differences in weight and length and grip prevent a greater obstacle to those who do not primarily train in armed fighting.
Agilists become proficient in an entire weapon class upon learning a second weapon within that class. Agilists are also able to learn any weapon or physical proficiency normally not permitted to them if that weapon or proficiency is associated with a martial art known to the agilist.
*Attacks/round steps: 1/1, 3/2, 2/1, 5/2, 3/1
Shields & Parrying
Parrying and shield use are handled slightly differently from 1st Ed. Shields are used to deflect, and with Shield Use proficiency, to improve AC or use the shield as a weapon.
Deflection/Parrying:
A player with a shield or weapon may opt to deflect (or parry) instead in place of an attack. They specify which enemy's attacks they wish to deflect and then roll for Dexterity to negate one potential attack. The roll is modified by the size of the shield and any magical bonus it has. The number of attacks that can be negated per round is determined by the size of the shield and the player's attacks/round.
Armoured Martial Arts
Wearing armour normally reduces the AC bonus of a martial art and limits the kinds of maneuvers that can be performed.
Athletic Proficiencies:
Athletic proficiency slots are used for unarmed physical skills, acrobatics, and most martial arts base forms.
Weapon Proficiencies:
Weapon proficiency slots are used for weapons, weapon-oriented skills, base forms of weapon-primary martial arts, and armour use.
Warriors use one slot to become proficient in an entire weapon class, whereas other orders use one slot per each specific weapon type. There are many variations on some weapons that are still treated as the same type due to their close resemblance, but larger differences in weight and length and grip prevent a greater obstacle to those who do not primarily train in armed fighting.
Agilists become proficient in an entire weapon class upon learning a second weapon within that class. Agilists are also able to learn any weapon or physical proficiency normally not permitted to them if that weapon or proficiency is associated with a martial art known to the agilist.
Proficiency | Slots | Slot Type | Prerequisite | Available To | Effect | Max Levels |
---|---|---|---|---|---|---|
weapons (see Gear) | 1/weapon class (Warriors), 1/weapon (others) | Weapon | permitted to character class | by character class | no penalty | 1 |
Iajutsu | 1/weapon | Weapon | Dex 12 | Warriors, Agilists, Physicalists, Sage-Martialists | draw and strike in single motion | 1 |
Mounted Melee | 1 | Weapon or Athletic | Horsemanship | Warriors, Physicalists, Sage-Martialists | no penalty for mounted fighting or one-handed riding | 1 |
Mounted Missiles | 1 | Weapon, Athletic, or Wilderness | Mounted Melee | Warriors, Physicalists, Sage-Martialists | no penalty for mounted ranged fighting or hands-free riding | 1 |
Melee Weapon Specialization | 1/level/weapon (Warriors: 1/level/weapon class) | Weapon | melee weapon proficiency | Freelance Warriors, Agents, Thief, Minstrel | Hit/Dam/Att bonus (Unearthed Arcana p.18) | 2 |
Ranged Weapon Specialization | 1/weapon (Warriors: 1/weapon class, 2 for Bows) | Weapon | ranged weapon proficiency | Freelance Warriors, Freelander Scouts, Agents, Thief-Acrobat, Carnivalist | Hit/Dam/Att bonus (Unearthed Arcana p.18) | 1 |
Firearm Specialization | 1/level/weapon (Warriors: 1/level/weapon class) | Weapon | firearm proficiency | Freelance Warriors, Freelander Scouts, Agents, Carnivalist | +1 Hit,+2 step* att/round; Level 2 additional +1Hit,+1Dam,+2 step att; Level 3 additional +1Hit,+1Dam,+2 step* att. | 3 |
Precision | 1/level/weapon or basic strike (Warriors: 1/level/weapon class) | Weapon or Athletic for MA basic strikes (Strike, Kick, Lock, Push, Throw, Vital - Primary only) | weapon or martial arts proficiency (Strike, Kick, Lock, Push, Throw, Vital - Primary only), Dex 8 (+1/additional level) | any | +1 Hit (cannot be combined with Specialization) | Warriors: 3, Agilists: 2, Divines & Philosophers: 1 |
Might | 1/level/weapon or basic strike (Warriors: 1/level/weapon class) | Weapon or Athletic for MA basic strikes (Strike, Kick, Lock, Push, Throw, Vital - Primary only) | weapon or martial arts proficiency (Strike, Kick, Lock, Push, Throw, Vital - Primary only), Str 8 (+1/additional level) | Warriors, Divines | +1 Damage (cannot be combined with Specialization) | Warriors: 2, Divines: 1 |
Celerity | 1/level/weapon or basic strike | Weapon or Athletic for MA basic strikes (Strike, Kick, Lock, Push, Throw, Vital - Primary only) | weapon or martial arts proficiency (Strike, Kick, Lock, Push, Throw, Vital - Primary only), Dex 10 (+1/additional level) | Agilists | Level 1: -1 Speed Factor; Level 2: +1 step* att/round (cannot be combined with specialization) | 2 |
Throwing | 1 | Weapon or Athletic | weapon proficiency (co-requisite) | any | required to use throwing weapons at a range, if proficient; may also throw unweighted 1-handed weapons (not "1 or 2") at -1 to hit | 1 |
Entangling/Grappling | 1 | Weapon, Athletic, or Wilderness | weapon proficiency or Rope Use | any | may use whips, weighted lines, and lassos to entangle on a successful hit, also allows use of grappling lines | 1 |
Parry Weapons | 1 | Weapon | weapon proficiency | Warriors, Agilists, Martial Artists (i.e.Divines and Philosophers can only use this skill with a Martial Art that has a Parry Weapons as a supplement) | may use an off-hand weapon to parry (Knives, Shortblades, One-handed Forks, Short Staves) or entangle/disarm (with MA, entangling weapon see Shields & Parrying, below | 1 |
Dual Weapons | 1 | Weapon | weapon proficiency | Warriors, Agilists, Martial Artists (i.e.Divines and Philosophers can only use this skill with a Martial Art that has a Dual Weapons as a supplement) | may fight with a proficient weapon in each hand: +1 step* attacks/round, additional strike is off-hand weapon | 1 |
Shield Use | 1 | Weapon | none | Warrior, Divine | Adds shield to AC (deflect option retained) (allows fighting while using a shield, otherwise a shield may be used to deflect in place of attacking) | 1 |
Heavy Armour | 1 | Weapon or Athletic | none | Warrior | No Str check (without Heavy Armor Fighting prof, a Strength roll is required to perform an attack in heavy or bulky armor) | 1 |
Armoured Martial Arts | 1 | Weapon or Athletic | martial art | any | reduces penalties for armour when using martial arts that have AMA as a supplement; see Armoured Martial Arts, below | 1 |
weapons-primary martial arts base styles | 1/style | Weapon | varies by art | varies by art | may perform basic strikes of martial art | 1/style |
martial arts Weapons type special maneuvers | 1/maneuver | Weapon | martial art | none | see Proficiencies: Martial Arts | 1/maneuver |
*Attacks/round steps: 1/1, 3/2, 2/1, 5/2, 3/1
Shields & Parrying
Parrying and shield use are handled slightly differently from 1st Ed. Shields are used to deflect, and with Shield Use proficiency, to improve AC or use the shield as a weapon.
Deflection/Parrying:
A player with a shield or weapon may opt to deflect (or parry) instead in place of an attack. They specify which enemy's attacks they wish to deflect and then roll for Dexterity to negate one potential attack. The roll is modified by the size of the shield and any magical bonus it has. The number of attacks that can be negated per round is determined by the size of the shield and the player's attacks/round.
Shield/Weapon Size | Roll Mod | # Deflections/Parries |
---|---|---|
One-handed, short | -1 | as attacks/round (speed factor included) |
One-handed, medium-long | 0 | as attacks/round (speed factor included) |
Two-handed | +1 | as attacks/round (speed factor included) |
Shafted | +2 | as attacks/round (speed factor included) |
Buckler | 0 | as attacks/round (no speed factor limit) |
Small | +1 | as attacks/round |
Medium | +2 | as attacks/round +1 |
Large | +3 | as attacks/round +2 |
Tower | +4 | as attacks/round +2, +3 vs ranged |
Armoured Martial Arts
Wearing armour normally reduces the AC bonus of a martial art and limits the kinds of maneuvers that can be performed.
Armour | MAAC Penalty | With AMA Proficiency |
---|---|---|
Ultralight | no penalty | no penalty |
Light | -1 to AC bonus | no penalty |
Medium | no AC bonus | no penalty |
Heavy | no kicking, basic strikes and passive specials only | -2 AC bonus, no kicking |
Buckler | no penalty | no penalty |
Small or Medium Shield | -2 to AC bonus (unless art includes shield use) | -1 to AC bonus (unless art includes shield use) |
Large or Tower Shield | no AC bonus, no Special Maneuvers (unless art includes shield use) | -1 AC bonus, no Special Maneuvers (unless art includes shield use) |
Athletic Proficiencies:
Athletic proficiency slots are used for unarmed physical skills, acrobatics, and most martial arts base forms.
Proficiency | Slots | Slot Type | Prerequisite | Available To | Effect | Max Levels |
---|---|---|---|---|---|---|
most martial arts base styles and special maneuvers (see Proficiencies: Martial Arts) | 1 + 1/special maneuver | Athletic | martial arts proficiency (Strike, Kick, Movement, Lock, Push, Throw, Vital, Internal, Equestrian, Naval) | any | varies by art | 1 |
Open Hand Specialization | 1/level/base style | Athletic | martial arts proficiency (Strike, Kick, Lock, Push, Throw, Vital - Primary only) | Freelance Warriors, Agents, Sifu | +2 Hit,+ 1Dam,+1 step* att/round; Level 2 additional +1,+1,+1 | 2 |
Blind Fighting | 1 | Athletic or Weapon | Dex 10 (unless learning it as a martial art maneuver) | Warriors, Agilists (or anyone learning it as part of a martial art) | as the martial art special maneuver | 1 |
Endurance | 2 | Athletic | Con 10 | Warriors | see Dungeoneer's Survival Guide | 1 |
Running | 1/level | Athletic or Wilderness | Con 8 (+1/additional level) | Warriors, Agilists | +3" movement speed/level, each +1" drains 1 Morale/round | 4 |
Rope Use | 1 | Athletic, Civil, or Wilderness | Dex 8 | any | see Dungeoneer's Survival Guide | 1 |
Rope Climbing | 1 | Athletic, Civil, or Wilderness | Rope Use, Str 9 | any | move up and down a rope without slipping at 3"/round | 1 |
Rope Swinging | 1 | Athletic or Wilderness | Rope Use, Str 8 | Warriors, Agilists | can use a grapple to swing any distance the length of rope will allow and land firmly | 1 |
Meditation | 1 | Athletic, Cultural, or Scholarly | Wis 10 (unless learning it as a martial art maneuver) | Divines, Philosophers (or anyone learning it as part of a martial art) | as the martial art special maneuver | 1 |
Slow Breathing | 1 | Athletic | Meditation | any | see Dungeoneer's Survival Guide | 1 |
Massage | 2 | Athletic | Dex 9 | any | knowledge of humanoid anatomy and massage skills; +1 hit on Vital attacks and Vital-primary Martial Arts basic strikes; allows Erotic Services specialization for Merchants | 1 |
Immersed Fighting | 1 | Athletic, Weapon, or Wilderness | Str 6 (unless learning it as a martial art maneuver) | Warriors (or anyone who has learned a Naval-primary or -secondary martial art base style) | required to effectively fight in water at all; still suffer Dam penalty of -1 and all weapons take 1 seg longer | 1 |
Swimming | 1/level | Athletic or Wilderness | Con 6 | any | can swim 6"/round, +3"/additional level, each +1" drains 1 Morale/round; Max speed = Con | 4 |
Remove these ads. Join the Worldbuilders Guild
Comments