Weapon Proficiencies
There are a few details to Weapon Proficiencies for Warriors in particular to take into account.
- Weapon data file - listing of all weapons in KloOge format
- Weapon List
- Weapon Size Restrictions
- Weapon Use Details
Skill level is taken into account for all characters. For most characters the limited number of weapon slots available to them will restrict them from choosing the Tight Weapon Group options. Only Warriors can acquire the Broad Weapon Group proficiency.
Most characters will use at least one weapon slot of their proficiencies on a weapon to defend or attack with. This makes the character proficient with that weapon. Beyond that level only a warrior can spend more slots to increase their ability with a particular weapon.
Only Weapon Slots can be used for:
- Proficiency - 1 slot each weapon
- Tight Weapon Groups - 2 slots each group
- Broad Weapon Groups - 3 slots each group - Warriors only
- Weapon of Choice - 1 additional slot - Warriors only
- Weapon Expertise - 1 additional slot - Warriors only
- Weapon Specialization - 1 additional slot - Single classed Fighters only
- Martial Arts - Oriental Lands
- Pummeling - all classes
- Wrestling - all classes
- Weapon Mastery - 1 additional slot at 5th Level or higher - Single classed Fighters only
- High Weapon Mastery - 1 additional slot 3 levels after Mastery - Single classed Fighters only
- Grand Weapon Mastery - 1 additional slot 3 levels after High Mastery - Single classed Fighters only
Weapon Slots or Knowledge Slots can be used for:
Skill Level
The full list of Skill Levels are:
- Non-Proficient
A character can only guess at the proper way to hold the weapon or attack his opponent. Anything fancier than a simple hack, slash, or bash is beyond his abilities—the character cannot attempt any attack options such as disarming, blocking, or sapping. In addition to his inability to make special attacks, the character also suffers an attack roll penalty based on his character class. Warriors tend to figure out weapons of any kind relatively quickly and have a small penalty for attacking with weapons they're not familiar with. Other characters don't have the warrior's affinity for weapons and are more severely penalized.
The non-proficient penalty varies for each class.
Class | Starting Weapon Slots | Rate of Increase | Non-Proficient Penalty | Familiarity Penalty |
Warrior | 4 | 1/3 lvls | -2 | -1 |
Berserker | 2 | 1/4 lvls | -2 | -1 |
Priest | 2 | 1/4 lvls | -3 | -2 |
Runecaster | 2 | 1/4 lvls | -3 | -1 |
Rogue | 2 | 1/4 lvls | -3 | -2 |
Mage | 1 | 1/6 lvls | -5 | -3 |
- Familiarity
All Warriors are automatically familiar with any weapon that is related to a weapon they are proficient in. Weapons are considered to be related if they are part of the same tight group. For example, a character who is proficient in the use of the light crossbow is automatically familiar with all other types of crossbow because they're part of the same tight weapon group. Familiarity is not as good as proficiency, but it beats not knowing anything about a weapon at all. Characters only suffer one-half the normal non-proficiency penalty when attacking with weapons they are familiar with. They may attempt any normal attack maneuvers possible (the familiarity penalty still applies, of course), and suffer no initiative or rate of fire penalties. Familiarity does not allow the user to make use of any special weapon attack modes that require proficiency in the weapon.- Proficiency
This is the basic level of competence most characters achieve with their weapons training. Proficiency allows the character to use a weapon with no penalties and employ all attack options and special weapon properties to their fullest extent. This is the highest level any non-warrior or berserker class can achieve.- Weapon of Choice
An option some Warriors may elect to take is to have a weapon of choice. They must already be proficient with that weapon already not merely from a Tight Weapon Group or Broad Weapon Group. Any Warrior can pick a weapon to be a Weapon of Choice but single-classed fighters cannot use this option if they are Specialized in a weapon. When using a Weapon of Choice the character receives a +1 bonus on all attack rolls when using his weapon of choice.- Expertise
Weapon expertise is a form of specialization that is available to nonfighters. Regular weapon specialization is only available to single-classed fighters, but weapon expertise can be learned by paladins, rangers, and multi-classed fighters. There's no reason a single-classed fighter couldn't learn expertise instead of specialization, but expertise is just as expensive as specialization and isn't as good. Weapon expertise allows a character to gain extra attacks as if he or she were a weapon specialist. At 1st level, an expert with the long sword gets to attack three times per two rounds. Weapon expertise also allows the use of any unusual weapon properties reserved for specialist use. Weapon expertise does not grant the character extra attack or damage bonuses, as weapon specialization does.- Weapon Specialization
By spending an extra proficiency slot on a weapon, a single-class fighter character can become a specialist. A fighter may only specialize in one weapon at a time. If she wishes to change her specialization to a different weapon, she must spend two extra proficiency slots to become a specialist in the new weapon, and loses all benefits of specializing in the previous one (although she is still proficient with it and always will be). Any more changes cost three slots each, so it's a good idea to pick one weapon and stick with it.The exact benefits of weapon specialization vary with the particular weapon involved. Generally, the types of benefits fall into one of five categories: melee weapons, missile weapons, bows, crossbows.Melee WeaponsSpecializing in a melee weapon provides a character with two main benefits: first of all, he gains a +1 bonus to attack rolls and a +2 bonus to damage rolls with that weapon; secondly, he gains an extra attack once per two rounds. A 1st level fighter normally attacks once per round, but a 1st level long sword specialist attacks three times per two rounds. The full progression of attacks is listed with the Warriors information.Missile WeaponsThis category includes slings and thrown weapons. Generally, specialists gain an increased rate of fire with these weapons and a +1 bonus to attack rolls. If a character specializes in a weapon that can be used either for melee or as a missile weapon (spears, daggers, hand axes, etc.), he gains the melee benefit described above when using the weapon for hand-to-hand combat and the increased rate of fire for using the weapon for ranged attacks. The full progression of attacks is listed with the Warriors information.BowsCharacters who specialize in the bow gain a +1 bonus to hit at any range (normal range penalties still apply, of course), an increased rate of fire, and a new range category: point-blank. Point-blank is any shot of 30 feet or less. In addition, bow specialists can automatically fire first as a very fast action if they have their target covered {arrow knocked and aimed at the target prior to the start of the round}. The full progression of attacks is listed with the Warriors information.CrossbowsSpecialists with crossbows gain a +1 bonus to hit at any range, an increased rate of fire, and a point-blank range category, just like archers. For crossbows, point-blank range extends out to 60 feet. In addition, they share the archer's quick-shot benefit when covering an enemy. The full progression of attacks is listed with the Warriors information.- Mastery
A warrior who devotes his life to the study of martial combat and the characteristics of a single type of weapon can become a weapon Master — a fighter whose precision, quickness, and skill are virtually unequaled anywhere. Weapon masters are rare characters. Only single-classed fighters can ever achieve weapon mastery, and even then they do so with time, study, and sacrifice. To achieve mastery in a weapon, a character must first specialize in the use of that weapon. Then, at any time after he reaches 5th level, he can spend another proficiency slot to become a weapon master. He can continue to devote proficiency slots to the study of his chosen weapon, but can't progress faster than the rate at which he gains new weapon proficiency slots - every third level. Generally, only weapons that require some skill to handle or that have a history of cultural identification are chosen by weapon masters. Swords of any kind are the most common weapons mastered, followed by bows and then axes or spearsWhen a fighter achieves Mastery of a melee weapon his attack and damage bonuses increase to +3 and +3, respectively. For bows and crossbows, his point-blank bonuses increase to +3/+3 as with melee weapons, and he gains an additional +1 to hit at all other range categories, for a total of +2. (Remember, this bonus doesn't take range modifiers into account, so the archer has a total of +2 at short, +0 at medium, and –3 at long range, if the penalties are factored in.)
Only after game play
The two highest levels of Weapon Mastery are not available to newly created characters. Obviously Mastery is only available to characters created at 5th level or higher.
- High Mastery
By spending a second slot on Mastery, a character can become a High Master. By this time, the character has spent four slots on a single weapon and is at least 8th level. High masters increase the speed factor of their chosen weapon by one category; for example, a slow weapon in the hands of a high master is automatically considered to be of average speed.High masters who specialize in bows, crossbows or slings gain a new range category: extreme range. For all weapons, extreme range is 1/3 farther than long range. For example, if a weapon has a normal maximum range of 120, in the hands of a master it can shoot 160. Extreme range shots have a –10 penalty to hit before adjustments are made for the effects of mastery.- Grand Mastery
High Masters who spend one more slot on learning their weapon of choice can become Grand Masters. Grand Masters are capable of feats of swordplay that border on the fantastic. Grand masters gain one additional attack per round above and beyond a specialist's rate of attacks for their level, so a 12th-level melee weapon grand master would attack 3 times per round with his weapon of choice.Grand masters also increase the amount of damage and the chance of a knockdown when they employ their chosen weapon. The weapon's base damage die and knockdown die are increased to the next greater die size against all opponents. A long sword thus inflicts 1d10/1d20 points of damage in the hands of a grand master, and its knockdown die is increased to a d10. If the weapon causes multiple dice of damage, all of them are increased. Thus, a two-handed sword in the hands of a grand master inflicts 3d8 points of damage on large targets. Needless to say, grand masters are extremely dangerous opponents.
Weapon Size Restrictions Weapons are typically designed for use by a man sized (Medium) creature. Other Races have their own weapon smiths who create smaller or larger versions of a weapon they prefer to use. While exploring, adventurers sometimes acquire these weapons and want to put them to use. The restrictions on a character using a weapon is based on both the size of the person and the size of the weapon.
Character size | Melee Weapon Size | ||||
Tiny | Small | Medium | Large | Giant | |
Tiny | None | None | 2 hands 1 | N/A | N/A |
Small | None | None | 2 hands | 2 hands 1 | N/A |
Medium | Partial2 | None | None | 2 hands | 2 hands 1 |
Large | N/A | Partial2 | None | None | 2 hands |
Giant | N/A | Partial2 | 1 hand | None | None |
None - No restrictions on weapon use
Partial - Only basic functions of the weapon can be used to attack, cannot be used to parry, etc.
1 - Two hands required and strength of 17+
2 - Requires dexterity of 16+
There are additional restrictions on missile weapons.
These are details on some weapons which have special uses
- Lasso
A lasso is a length of rope with a loop at one end, tied with a knot that enables the loop to be tightened. The wielder twirls the lasso and throws the loop at the intended target. If it hits, the lasso has encircled the target, enabling the attacker to dismount the victim, make him fall, pin him, strangle him, etc. The wielder must specify exactly what he wants the lasso to accomplish before making his attack roll. A successful hit does not cause damage to the target, but incidental damage can occur from the results of certain actions performed with the lasso, such as making someone fall or strangling a victim.
A lasso may be severed by 2 hit points of cutting damage. A victim's Strength can break a lasso, using the character's Bend Bars/Lift Gates roll. Only one attempt can be made on any one lasso. Lassos are also called lariats. Characters can take lasso as a weapon proficiency, but they should remember that the Rope Use nonweapon proficiency gives a +2 bonus to hit with a lasso.
The lasso, or lariat, is a length of rope with a loop at the end; the wielder holds the slack in his off-hand, twirls the lasso in his other hand, and hurls the loop at his target. On a successful hit, the lariat settles over the target, giving the wielder the chance to dismount him, pull him to the ground, trip him, etc. In other words, when you attack someone with a lasso, you must declare what you're trying to accomplish with the attack. If you're trying to trip him, you're trying to make the loop settle about his legs. This requires a Called Shot at the legs as per the Hit Locations section of the Combat Rules chapter. If you hit, he must make a Dexterity ability roll, with the usual modifiers for the Pull/Trip maneuver; if he fails, he falls, and if he succeeds, he's able to jump out of your loop before it closes. If you're trying to pin his arms to his sides, you're trying to make the loop settle about his torso and arms. This requires a Called Shot at the arms as per the Hit Locations section of the Combat Rules chapter. If you hit, he must make a Strength ability roll, again with the usual modifiers for Pull/Trip. If he succeeds, he shrugs the loop off before you can pull it taut. If he fails, you pull the loop taut. Both of his arms are pinned, as in the Pin maneuver. The target gets to struggle each round, also as per the Pin maneuver rules. Each additional lasso that hits the target to pin him gives him a –4 to his Strength ability for purposes of his struggling. When his Strength reaches 0, he has no chance of escaping.
If you're trying to dismount a rider, you're trying to make the loop settle about his torso—and then brace yourself for the impact (when his mount's movement reaches the end of your rope, both you and he are going to be jarred). This doesn't require a Called Shot: You must merely hit your target normally.
If you hit, both you and the unfortunate rider must now make Strength ability rolls. If he rolls his better than you roll yours, the lasso is torn from your hands and you take 1d2 damage. If you roll yours better than he rolls his, you yank him from his saddle and he takes 1d3 from impact with the lasso and the earth. If you both make your roll by the same amount, then both results occur; the lasso is yanked from your hands, doing 1d2 to you, and he's yanked from his horse, taking 1d3. (Incidentally, if you've had time to tie your rope to an absolutely stationary object, like a boulder, you don't have to roll against your Strength ability; you win this contest unless your target rolls a 1, in which case the rope breaks and he can ride off laughing.) If you're trying to lasso a target's head (for example, when you're up in a tree and your target is an unsuspecting guard walking below), this is a Called Shot to his Head as per the usual rules.
If, after the modifiers, you still hit, you can yank for 1d3 damage (plus your Strength bonus). On subsequent rounds, you can yank for 1 point of damage each (plus your Strength bonus). But if you're in a position to hoist your target up in the air (for instance, if you're up on a tree-branch, lasso your victim, and then drop off the branch on the other side, holding onto the rope to hoist your victim up), you do your victim 1d4 points of strangulation damage per round (Strength bonus does not apply to this). If he can get his knife free and cut himself loose, that's good for him; if not, it's good for you. While strangling, a victim cannot shout or raise the alarm.
If you're trying to drop your loop around the head of a mounted rider . . . well, it's difficult, but possible. Make it as a standard Called Shot to the head. If you hit, you must again make your Strength ability check. If he wins it, he takes 1d4 damage from the impact of the lasso around his neck going taut—but the lasso is still yanked from your hand, doing 1d2 to you, and he can ride off. If you win it, he takes 2d6 damage from the impact, another 1d3 from hitting the ground, and he's dismounted. If you both make it by an equal amount, he takes 1d4, is dismounted and takes an additional 1d3, and you take 1d2 from the lasso being yanked out of your hands. (If, in this example, you've had time to tie the other end of your lasso to an absolutely stationary object, your target still gets his roll. On a 1, the rope breaks and he takes 1d4 damage. Otherwise, he's automatically dismounted and takes 3d6 damage. Such a maneuver, hard as it is to set up, could easily break someone's neck, killing him instantly.)
In the chart above, the lasso was listed as a large weapon because of the amount of space it takes to twirl and wield it. You cannot perform a Parry or Disarm with the lasso, or use it as a melee weapon for Pin—only at range. Lasso requires its own weapon proficiency, which is not related to any other weapon proficiency. Weapon specialization gives you the normal +1 to attack rolls with the lasso and +2 damage on all damaging effects of the lasso (strangulation after the initial hit is still only 1d4, not 1d4+2).
Cultures with gladiators are not the only ones which come up with the lasso. Civilizations which depend heavily on herd-beasts often have the lasso as a weapon. In some cultures, the lasso is a favorite weapon of assassins. It's up to the DM to determine if the lasso is a weapon of the player-characters' culture.
If it is not, a PC need only train with someone who has proficiency with the weapon (and the PC must have a free weapon proficiency slot) in order to learn how to make and use the lasso.