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
|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
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.
|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.
Damage vs. Small & Medium / Large
*Rapiers receive a +2 to Parrying and failed Feints do not incur Attacks of Opportunity.