(c) Dr Paul Kinsler.
[Acknowledgements & Feedback]
This material is intended to augment or improve the on the
rules in the official manuals, which you will need to make
sense of it; although I suppose you might find some of
the ideas interesting anyway.
COMBAT PROFICIENCIES: Weapons and Specialisation.
^^^^^^^^^^^^^^^^^^^^^
The first proficiency slot allocated to a weapon gives the character
proficiency with that weapon, so they can use it without suffering
the non-proficiency penalty. If another proficiency slot is
allocated to that same weapon, then the character gains _either_ +1
to-hit, or +1 to damage when using that weapon, but not to both. If
a further slot is allocated (ie a total of three), then the
character can have +2 to-hit; or +1 to-hit and +1 damage; or +2
damage. Each extra slot used to further specialise in a weapon gives
the character a further +1 on either to-hit or damage. However, once
the character has decided where to take the specialisation "pluses",
they cannot be changed.
OPTIONAL RULE: Specialisation allows the character to gain extra
attacks. Each extra slot gives the fighter a nominal bonus of three
levels when determining the number of attacks per round from table
15 in the PHB.
Example: Bongo has a proficiency in quarter-staff, and decides to
specialise. He allocates a further slot to it (for a total of two),
and choses to take +1 to-hit. After gaining a few levels, he decides
to specialise further in quarter-staff. He now has spent three slot
on this weapon in total, and he takes his extra bonus in damage. He
now has a +1 to-hit, and +1 damage. If he so desired, he could have
got +2 to-hit, with no damage bonus. However, he could _not_ have
got +2 damage, since he had chosen to take +1 to-hit when he first
specialised.
COMBAT PROFICIENCIES: Shield. (1 slot)
^^^^^^^^^^^^^^^^^^^^^
Each slot allocated to a shield proficiency must be for a particular
type of shield. Extra slots allocated to the same shield proficiency
improve the characters armour class by a further 1 against those
attacks covered by the shield.
COMBAT PROFICIENCIES: Parrying. (2 slots)
^^^^^^^^^^^^^^^^^^^^^
A parrying proficiency improves the characters armour class by 1
against one attack. Extra slots give an additional bonus of 1
against one attack per extra slot. A character with three slots in
parry could get a AC bonus of 2 versus one attacker, or a bonus of
one each versus 2 attackers.
When compared to the shield proficiency, it initially costs two
slots instead of one. This is to balance the fact that the character
does not need to carry a shield.
COMBAT PROFICIENCY'S: Called shots. (1 slot)
^^^^^^^^^^^^^^^^^^^^^
The ability to use called shots requires a proficiency. Fighters get
this automatically; for thieves, monks, and priests this requires
one slot; and other classes need to spend two. However, the number
of different types of called shots is initially small, and only
increases with training. The number of types of called shots depends
on character class and on level. It is:
Fighter --- 2 + 1 per two levels (ie 2 at 1st level, 3 at 3rd, 4 at 5th, etc).
Rogues -+
Priests -|- 1 + 1 per three levels (1 at 1st, 2 at 4th, etc).
Monks -+
Others --- 1 + 1 per four levels (1 at 1st, 2 at 5th, etc).
Each hit location listed in the DMG is a type of called shot. Aiming
at the left and right arms count as the same type of called shot,
the same is true of the left and right legs, and of the eyes.
Non-humanoid monsters, with wings, or horns, etc may require their
own types of called shot. In general, however, a called shot against
the arms will be effective against a monster with tentacles that
function as arms. A called shot versus a weapon is a disarming
attempt. Carving your initials in someone is a type of called shot,
as are "stapling" and other out of the ordinary effects. The DM may
give some types of called shots bonuses or penalties different to
the standard -4 if they see fit. For example, the use of a weapon
designed to disarm opponents might only have only a -2 called shot
penalty.
Soft targets (people, monsters, etc): If a called shot is
successful, the strike does _half_ damage, but that limb (or
whatever) is affected in some way or it becomes numb or non
functional in some way. The target make a saves vs poison to
recover. They can continue attacking but they suffer a +4 initiative
and -4 to-hit penalties. After the round when they are hit, the
target gets one save at the end of each round, after all attacks
have been resolved. If the first save the target makes is fumbled
(by rolling a 1), then the hit location may be wounded in some way -
an eye might be destroyed, a hand cut off, etc, but usually the
location will just be disabled until it has healed.
Hard targets (weapons and equipment): The character carrying the
weapon or equipment must make a save vs poison to avoid losing their
grip on a weapon, or to stop the piece of equipment flying off. Well
attached equipment (such as a strapped on shield) will give bonuses
to this save. In addition, the weapon or piece of equipment must
make a save versus crushing blow or break. Two handed weapons give
the target two saves - and only if they both fail do they lose their
grip on the weapon. A dropped weapon will land 1d6 feet away.
Characters may attempt called shots of a different type to that they
have chosen. In this case the non proficiency penalty is deducted
from their to-hit roll.
Eg: Bongo the fighter, at first level is automatically given this
proficiency. He choses to be able to make aimed strikes against the
head, shots, and against horns (since his homelands are being
overrun by horned orcs). When he reaches third level, he elects to
make his new called shot type an aimed shot at the legs.
COMBAT PROFICIENCIESS: Combat acrobatics. (1 slot)
^^^^^^^^^^^^^^^^^^^^^
Prerequisite: Tumbling proficiency
This skill enables a character to make amazing leaps and jumps in combat.
On each new day, it can be attempted until the first failure.
Thief-acrobat or monk characters can fail twice per day before stopping,
and get an additional +1 modifier.
It is a difficult task (17+), and armour and equipment reduce the
chance of success: there is a negative modifier equal to 10 minus
the AC type of the character. Medium sized carried items incur a -1
per item, large ones -2.
Thus Thorkel, a DEX 15 monk character with no armour (AC type 10) must
roll 17 -(+1 monk) -(+1 DEX) +(10-10 ACtype) = 15 or greater to succeed.
If he were carrying a 6ft spear (-2) and wearing a light backpack (-1), he
would need 18+.
If the attempt suceeds, the character can jump anywhere within their jump
range, and attack an adjacent opponent with a +4 to hit modifier. If they
have multiple attacks then only the first strike gets this modifier. This
+4 is not cumulative with the +4 back attack modifier. Alternatively,
they can improve their AC by versus one attack that round.
If the attempt fails, but by less than 10, the character can jump anywhere
within jump range, but gains no to hit bonus, and in addition loses combat
initiative. For example, if the roll require to suceed is 17, then any
dice roll between 7 and 16 would be in this category.
If the attempt fails by more than 10, the character has stumbled and fails
to jump anywhere. In addition they lose the initiative, and one of their
opponents gets a +4 to hit on their first attack.
My homepage
Date=20040523 Author=P.Kinsler Created=1992-ish
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