Wmastery
Weapon Mastery Combat Options August 16, 2010
Weapon Mastery is only available to fighters starting at level 12. Fighters may choose a new level of mastery every 3 levels (12, 15, 18, etc.) These rules also replace the fighter combat options including multiple attacks.
The basic table for all weapons is as follows. Modifications to these tables are based on weapon types (below). Hit and Dmg Roll Bonuses Skilled +1 Expert +2 Extra attack (x1) Master +3 Extra attack (x1), Dual weild as off-hand weapon -4 to hit* Grand Master +4 Extra attack (x2), Dual weild as off-hand weapon -2 to hit*
Shields/Shield Weapons: Hit and Dmg Roll Bonuses Skilled Parry, Dual weild as off-hand weapon -4 to hit* Expert Parry, Bash, Dual weild as off-hand weapon -3 to hit* Master Parry (+1), Bash, Dual weild as off-hand weapon -2 to hit* Grand Master Parry (+2), Bash, Dual weild as off-hand weapon -1 to hit*
Swords (except two-handed swords): Hit and Dmg Roll Bonuses Skilled Parry, Grip (+1) Expert Parry, Grip (+1), Disarm Master Parry, Grip (+2), Disarm, Smash Grand Master Parry, Grip (+3), Disarm, Smash, Counter
Spears: Hit and Dmg Roll Bonuses Skilled Grip (+1) Expert Grip (+2), Disarm Master Grip (+3), Disarm, Counter Grand Master Grip (+4), Disarm, Counter
Axes and Polearms (and two-handed swords): Hit and Dmg Roll Bonuses Skilled Grip (+1) Expert Grip (+2), Smash Master Grip (+3), Smash (+4 dmg) Grand Master Grip (+4), Smash (+8 dmg)
Bows: Hit and Dmg Roll Bonuses Skilled +2 Expert +3 Master +5 Grand Master +6
Daggers: Hit and Dmg Roll Bonuses Skilled Grip (+1) Expert Grip (+1), Dual weild as off-hand weapon -4 to hit* Master Grip (+2), Circle, Dual weild as off-hand weapon -2 to hit* Grand Master Grip (+2), Circle, Dual weild as off-hand weapon -1 to hit*
- penalties to hit replace the bonus given for mastery and do not combine with them
Extra attack - provides an extra attack or manuver with that weapon
Dual weild - applies only to medium and smaller one-handed weapons used in melee, gives an additional attack with the off-hand
Parry - purposefully called parry to replace the fighter combat option, but mechanically more like deflect
Bash - hit to stun, A bash receives a -2 penalty to hit, and if successful, the opponent must make a Save vs. Paralysis or be unable to take action for one round. A bash maneuver counts as an attack.
Grip - provides a bonus vs being disarmed
Disarm - Allows a fighter to disarm an opponent of an armed weapon, using their own weapon. The player must make a hit roll using bonuses from both Strength and Dexterity. If the hit roll is successful, the victim must make a counter roll using bonuses from both Strength and Dexterity to avoid being disarmed. This counts as an attack.
Smash - Allows a fighter to make a devastating blow, using both hands. This move suffers a -2 penalty to initiative, and a -2 penalty to hit. If successful, the fighter adds entire strength score to damage. This move is done in lieu of all attacks other attacks and maneuvers for that round.
Counter - Allows a fighter to make a counter attack after any attack is made. This is allowed in addition to fighter’s own moves, and happens on the opponent’s turn. Modified hit roll must be greater than attacker's original roll to succeed (in addition to being able to hit).
Circle - fighter attempts to circle around his opponent in battle and attack from behind. This cannot be achieved unless the opponent is distracted by other attackers, and only when there is room to move around. In such cases, the fighter may make his attacks with a -4 penalty to hit, but doing double normal weapon damage. The victim may make an unmodified 1d20 against the attack roll to avoid taking double damage.