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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.

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

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