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<blockquote data-quote="Spatzimaus" data-source="post: 3002991" data-attributes="member: 3051"><p>Okay, found the proficiency notes.</p><p></p><p>There are 8 Martial proficiency Categories:</p><p></p><p><strong>Bladed:</strong> Straight swords (longsword), curved swords (scimitar), kamas. Purely slashing weapons only, doesn't include daggers or shortswords.</p><p><strong>Hafted:</strong> Axes, picks, and most polearms (glaive, halberd, etc.).</p><p><strong>Blunt:</strong> Maces, hammers, staves, and flails. They can be spiky blunt weapons (morningstar, spiked chain); the key element is that the weapon does its damage primarily by raw impact.</p><p><strong>Piercing:</strong> Daggers, shortswords, rapiers, spears (including tridents), and lances</p><p><strong>Projectile:</strong> Bows, crossbows, and slings. NOT gunpowder weapons.</p><p><strong>Thrown:</strong> Darts, javelins, and grenades; if you throw any weapon designed for it (throwing daggers/axes, spears) you use this proficiency instead of its main one.</p><p><strong>Ray:</strong> Ranged touch spells, and firearms (if allowed)</p><p><strong>Natural:</strong> Unarmed attacks, gauntlets, natural weapons, touch attacks, or any claw/bite powers or spells</p><p></p><p>Each Category is divided into three Groups, almost entirely by size:</p><p><strong>Light</strong> includes everything up to one size smaller than the wielder.</p><p><strong>Medium</strong> are the ones that are the same size</p><p><strong>Heavy</strong> are one size larger; anything above that is unusable.</p><p>Note I said "almost": double weapons are put into groups based on the size and type of each half. That is, the double-bladed sword is two longswords, and therefore is put into the same group as the longsword (Medium Bladed). The Gnome Hooked Hammer is a Small Blunt and a Small Hafted.</p><p></p><p>Generally, each time you get a martial proficiency, you gain an entire Category (like Bladed); there are exceptions (Elves' free sword proficiency ONLY applies to Medium Bladed or Medium Piercing). Feats like Weapon Focus apply to a single Group (like Medium Bladed).</p><p></p><p>"Simple" weapons are simply Light weapons in a Martial category you have proficiency with, and everyone has the Simple proficiency for free. All weapons in the Natural group are light, and so no one ever needs to spend a proficiency on that; rays are also always light (no pun intended), so unless you're using firearms, there are only 6 categories to choose from.</p><p></p><p>Every weapon has one Martial category (double weapons can have two, but it's only one for each end and they apply separately), and not having that proficiency gives a -4 penalty. Additionally, there are Exotic categories, and some weapons have multiple; lacking the EWP gives a penalty based on which EWP it is.</p><p><strong>Double Weapon</strong>: if you don't have it, you can only attack with one end at no penalty, or try to use it as a double weapon at an additional -4.</p><p><strong>Heavy Weapon</strong>: if you have it, the weapon is treaded as being one size smaller for proficiency purposes, and the wielder can use either size to determine the applicability of feats like Weapon Focus.</p><p><strong>Exotic Ranged</strong>: effect varies with weapon. Without the feat, Hand crossbows take a full-round action to reload instead of a move action, Repeating Crossbows can't use full attacks, and Shurikens can only be thrown one at a time.</p><p><strong>Entangling Weapon</strong>: With the EWP, whips, spiked chains, and kusari-gamas get their +2 bonus to disarm checks and can make trip attacks; otherwise, they don't. Nets take two rounds to fold up with the feat, 4 without, and the escape DC is 15 vs 20.</p><p><strong>Monk Weapon</strong>: With the feat, the kama, nunchaku and siangham use a -3/-6/-9/-12 BAB progression instead of the usual -5/-10/-15/-20.</p><p><strong>Fine Weapon</strong> (this one's for the katana, kukri, wakizashi, naginata, and daikatana): The critical modifier of these weapons is normally 19-20/x2 (except the naginata is 20/x3). With the Feat, the threat range increases by 1 (18-20/x2 or 19-20/x3). This is taken into account BEFORE <em>keen</em> or Improved Critical. The damages of these weapons were slightly modified; a Katana is 2d4, Wakisashi 2d3, Kukri 2d2, and so on.</p><p><strong>Flowing Weapon</strong> (mercurials): without the EWP there's a -4 penalty to attack rolls; with the EWP, not only does that go away, the weapons get a +4 bonus to critical hit confirmation rolls (they're 20/x3 weapons).</p><p><strong>Firearm</strong>: without the EWP you have -4 to attacks, and it takes a full-round action to reload. With the EWP, it's a standard action to reload, and the penalty goes away.</p><p></p><p>Most weapons don't include Exotic categories at all. At the extreme case, the Kusari-Gama is a large weapon with a Medium Blunt end, a Small Bladed end, and the Double Weapon and Entangling Weapon EWPs.</p><p></p><p>In the D&D version, the weapon-using classes each chose 1 category at CHARACTER level 1, and 1 category was predetermined for you at CLASS level 1 (Paladins got Bladed, Rangers got Projectile). Then, each got additional Categories as they levelled up; Fighters went 3/5/7/9, the other full-BAB classes went 5/10/15, and the Bard/Rogue/Psychic Warrior went 6/12/18. PrCs used a similar setup.</p><p></p><p>In the d20Modern version, which we added later, each class got a mix of Novice Weapon Proficiency and Martial ones. Novice acts as Martial but only counts once.</p><p>Strong: Novice 1, Martial 3,7</p><p>Fast, Tough: Novice 1, Martial 7</p><p>Dedicated: Novice 3, Martial 9</p><p>Smart, Charismatic: Novice 5</p><p>Mutant: Novice 1, Martial 7, 13, 19</p><p>Channeler: Novice 1</p><p>Wizard: none at all</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3002991, member: 3051"] Okay, found the proficiency notes. There are 8 Martial proficiency Categories: [b]Bladed:[/b] Straight swords (longsword), curved swords (scimitar), kamas. Purely slashing weapons only, doesn't include daggers or shortswords. [b]Hafted:[/b] Axes, picks, and most polearms (glaive, halberd, etc.). [b]Blunt:[/b] Maces, hammers, staves, and flails. They can be spiky blunt weapons (morningstar, spiked chain); the key element is that the weapon does its damage primarily by raw impact. [b]Piercing:[/b] Daggers, shortswords, rapiers, spears (including tridents), and lances [b]Projectile:[/b] Bows, crossbows, and slings. NOT gunpowder weapons. [b]Thrown:[/b] Darts, javelins, and grenades; if you throw any weapon designed for it (throwing daggers/axes, spears) you use this proficiency instead of its main one. [b]Ray:[/b] Ranged touch spells, and firearms (if allowed) [b]Natural:[/b] Unarmed attacks, gauntlets, natural weapons, touch attacks, or any claw/bite powers or spells Each Category is divided into three Groups, almost entirely by size: [b]Light[/b] includes everything up to one size smaller than the wielder. [b]Medium[/b] are the ones that are the same size [b]Heavy[/b] are one size larger; anything above that is unusable. Note I said "almost": double weapons are put into groups based on the size and type of each half. That is, the double-bladed sword is two longswords, and therefore is put into the same group as the longsword (Medium Bladed). The Gnome Hooked Hammer is a Small Blunt and a Small Hafted. Generally, each time you get a martial proficiency, you gain an entire Category (like Bladed); there are exceptions (Elves' free sword proficiency ONLY applies to Medium Bladed or Medium Piercing). Feats like Weapon Focus apply to a single Group (like Medium Bladed). "Simple" weapons are simply Light weapons in a Martial category you have proficiency with, and everyone has the Simple proficiency for free. All weapons in the Natural group are light, and so no one ever needs to spend a proficiency on that; rays are also always light (no pun intended), so unless you're using firearms, there are only 6 categories to choose from. Every weapon has one Martial category (double weapons can have two, but it's only one for each end and they apply separately), and not having that proficiency gives a -4 penalty. Additionally, there are Exotic categories, and some weapons have multiple; lacking the EWP gives a penalty based on which EWP it is. [b]Double Weapon[/b]: if you don't have it, you can only attack with one end at no penalty, or try to use it as a double weapon at an additional -4. [b]Heavy Weapon[/b]: if you have it, the weapon is treaded as being one size smaller for proficiency purposes, and the wielder can use either size to determine the applicability of feats like Weapon Focus. [b]Exotic Ranged[/b]: effect varies with weapon. Without the feat, Hand crossbows take a full-round action to reload instead of a move action, Repeating Crossbows can't use full attacks, and Shurikens can only be thrown one at a time. [b]Entangling Weapon[/b]: With the EWP, whips, spiked chains, and kusari-gamas get their +2 bonus to disarm checks and can make trip attacks; otherwise, they don't. Nets take two rounds to fold up with the feat, 4 without, and the escape DC is 15 vs 20. [b]Monk Weapon[/b]: With the feat, the kama, nunchaku and siangham use a -3/-6/-9/-12 BAB progression instead of the usual -5/-10/-15/-20. [b]Fine Weapon[/b] (this one's for the katana, kukri, wakizashi, naginata, and daikatana): The critical modifier of these weapons is normally 19-20/x2 (except the naginata is 20/x3). With the Feat, the threat range increases by 1 (18-20/x2 or 19-20/x3). This is taken into account BEFORE [i]keen[/i] or Improved Critical. The damages of these weapons were slightly modified; a Katana is 2d4, Wakisashi 2d3, Kukri 2d2, and so on. [b]Flowing Weapon[/b] (mercurials): without the EWP there's a -4 penalty to attack rolls; with the EWP, not only does that go away, the weapons get a +4 bonus to critical hit confirmation rolls (they're 20/x3 weapons). [b]Firearm[/b]: without the EWP you have -4 to attacks, and it takes a full-round action to reload. With the EWP, it's a standard action to reload, and the penalty goes away. Most weapons don't include Exotic categories at all. At the extreme case, the Kusari-Gama is a large weapon with a Medium Blunt end, a Small Bladed end, and the Double Weapon and Entangling Weapon EWPs. In the D&D version, the weapon-using classes each chose 1 category at CHARACTER level 1, and 1 category was predetermined for you at CLASS level 1 (Paladins got Bladed, Rangers got Projectile). Then, each got additional Categories as they levelled up; Fighters went 3/5/7/9, the other full-BAB classes went 5/10/15, and the Bard/Rogue/Psychic Warrior went 6/12/18. PrCs used a similar setup. In the d20Modern version, which we added later, each class got a mix of Novice Weapon Proficiency and Martial ones. Novice acts as Martial but only counts once. Strong: Novice 1, Martial 3,7 Fast, Tough: Novice 1, Martial 7 Dedicated: Novice 3, Martial 9 Smart, Charismatic: Novice 5 Mutant: Novice 1, Martial 7, 13, 19 Channeler: Novice 1 Wizard: none at all [/QUOTE]
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