Weapon Proficiencies:
Player characters begin with a set number of weapon proficiencies, open proficiencies may be left open in order to use them at a future date but this requires training time (to be determined by the Game Master). Subsequently, as a character advances in levels he gains more proficiency slots, which he may fill or leave open, as he likes.
Weapon Proficiency Table
Class | Initial Slots | Level | Penalty |
Soldier, Knight, Swordsman, Assassin | 4 | 3 | -2 |
Wizard, Sorcerer, Mystic, Necromancer, Warlock | 1 | 5 | -5 |
Thief, Privateer, Bard | 2 | 4 | -3 |
Priest, Druid, Magician | 2 | 5 | -4 |
Ranger, Templar, Huntsman, Monk |
3 | 3 | -2 |
Weapon Adjustments:
Several adjustments have been made to weapon damage, ranged weapons, or capabilities of some weapons and these are noted on the charts below. Please make a special note that Crossbows now have a different damage scale, based on distance, not on the size of the creature.
Weapon |
Rate | Range/Damage | ||
Crossbow, Hand* | 1/1 | 2” / 1-4 | 3” / 1-3 | 4” / 1-2 |
Crossbow, Light | 1/1 | 4” / 2-8 | 6” / 2-7 | 8” / 2-5 |
Crossbow, Heavy | 1/2 | 6” / 2-12 | 8” / 2-9 | 12” / 2-8 |
*Distance for Hand Crossbows is always in feet.
Some weapons, particularly swords have had damage and speed adjusted. Also included is a new critical hit adjustment. Certain weapons gain additions or subtractions to their ability to inflict more severe critical hits. If a hit has been determined to be critical then either add to or subtract from the percentile roll the amount in the Critical Adjustment column.
Weapon | Speed
Factor |
Damage vs. Small & Medium / Large |
Critical Adjustment | |
Sword, Long | 5 | 1-8 | 1-10 | 0% |
Sword, Broad | 5 | 2-8 | 2-8 | +1/5% |
Sword, Bastard | 6 | 2-8(1-8) | 2-16(1-10) | +2/10% |
Sword, Two-handed | 10 | 2-12 | 3-18 | +3/15% |
Sword, Short | 3 | 1-6 | 1-8 | 0% |
Sword, Rapier* | 3 | 1-8 | 1-6 | -1/5% |
Scimitar/Cutlass | 3 | 1-8 | 1-8 | -1/5% |
*Rapiers receive a +2 to Parrying and failed Feints do not incur Attacks of Opportunity.