Weapon Proficiencies

A weapon proficiency measures a character's knowledge and training with a specific weapon. When a character is created, the player checks the table to see how many weapon proficiency slots the character has. These initial slots must be filled immediately, before the character embarks on his first adventure. Any slots that aren't filled by then are lost.

Weapon Proficiency Slots


GroupInitial#LevelPenalties
Warrior43-2
Wizard16-5
Priest24-3
Rogue24-3

Initial Weapon Proficiencies is the number of weapon proficiency slots received by characters of that group at 1st level.

#Levels (for both weapon and nonweapon proficiencies) tells how quickly a character gains additional proficiency slots. A new proficiency slot is gained at every experience level that is evenly divisible by the number listed.

Penalty is the modifier to the characters attack rolls when he fights using a weapon he is not proficient with.

Each weapon proficiency slot must be assigned to a particular weapon, not just a class of weapons. Each weapon listed in Table 44 (Weapons) requires its own proficiency; each has its own special tricks and quirks that must be mastered before the weapon can be handled properly and effectively. A fencer who is master of the epee, for example, is not necessarily skilled with a saber; the two weapons look similar, but the fighting styles they are designed for are entirely different. A player character could become proficient with a long bow or a short bow, but not with all bows in general (unless he devotes a proficiency slot to each individually). Furthermore,a character can assign weapon proficiency slots only to those weapons allowed to his character class.

As a character reaches higher experience levels, he also earns additional weapon proficiencies. The rate at which proficiencies are gained depends on the character's class. Warriors, who concentrate on their martial skills, learn to handle a great number of weapons. They gain weapon proficiencies quickly. Wizards, who spend their time studying forgotten magical arts, have little time to practice with weapons. They gain additional weapon proficiencies very slowly. Multi-class characters can use the most beneficial line on Table 34a (under Proficiencies) to determine their initial proficiencies and when they gain new proficiencies.

Off-Hand Weapons Use

All characters are presumed to be better with one hand than the other—in real life, most people are right-handed, quite a few are left-handed, and only a very few are truly ambidextrous.

When a character is first created, the player should specify his handedness (right or left). If he does not specify one, the character is assumed to be right-handed.

If a character, for whatever reason, fights with his off-hand instead of his good hand, he suffers a -2 penalty to hit with all attacks. For example, should a character find himself with his right hand chained to a wall, and yet he needs to draw and throw a dagger and must use his off-hand, he'll then suffer the -2 penalty to hit.

Ambidexterity

If a player wants his character to be ambidextrous, he must devote one weapon proficiency to Ambidexterity.

If he does so, he'll be able to fight normally with both hands, and will be equally adept at non-combat tasks with both hands. This doesn't give him two attacks per round. It just means that if he loses the use of one hand, or drops the weapon in that hand, he'll be equally adept with the other.

Effects of Weapon Proficiencies

A character who has a specific weapon proficiency is skilled with that weapon and familiar with its use. A character does not gain any bonuses for using a weapon he is proficient with; the combat rules and attack chances assume that everyone uses a weapon he is proficient with. This eliminates the need to add a modifier to every die roll during battle.

When a character uses a weapon that he is not proficient with, however, he suffers a penalty on his chance to hit. The size of this penalty depends on the character's class. Warriors have the smallest penalty because they are assumed to have passing familiarity with ail weapons. Wizards, by comparison, are heavily penalized because of their limited study of weapons. The modifiers for each class (which are taken as penalties to the attack die roll) are listed on the table.

In addition, some classes can specialize in any weapon or fighting style.

Related Weapons

When a character gains a weapon proficiency, he is learning to use a particular weapon effectively. However, many weapons have similar characteristics. A long sword, bastard sword, and broad sword, while all different, are all heavy, slashing swords. A character who is trained with one can apply some of his skill to the others. He is not fully proficient with the weapon, but he knows more about it than someone who picks it up without any skill in similar weapons.

When a character uses a weapon that is similar to a weapon he is proficient with, his attack penalty is only one-half the normal amount (rounded up). A warrior, for example, would have a -1 penalty with a related weapon instead of -2. A wizard would have a -3 penalty instead of -5.

However, warriors and some specialty priests may become proficient in entire weapons groups. Specialty priests that are eligible for this are priests of deities that are concerned with war and combat.

These characters can become proficient in an entire Tight Weapon Groups by spending two weapon proficiency slots. If these slots are spent, the warrior is not proficient in just one weapon, but every weapon of that group.

Warriors and certain specialty priests may also become proficient in a Broad Weapon Groups weapons group by expending three weapon proficiency slots.

Finally, there are weapons that do not belong to any weapons groups. Characters can become proficent with them by spending the normal weapon proficiency slot.

[PHB2 and the Complete Fighter's Handbook]

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