Saturday, 19 September 2009

Weapon Specialization

The Weapon Specialization is a little too simplistic IMHO, so here is the Weapons Specialization from Unearthed Arcana – it’s been tweaked to include more Classes than just the Martial ones.

In Comics and in Literature Barbarians always have a signature Weapon. Conan’s Sword, Krull’s Axe and so on. The Idea a Barbarian cannot specialize is especially ludicrous.

Fighters

Fighters may take one Weapon Specialization at first Level, then another every 4 Levels after that. So at 1st Level they have once specialization. 5th Level they have two specializations. 9th Level they have three, and so on. They may choose to ‘Double Specialize’ in any one Weapon. When they get another Specialization ‘slot’ they may take it in a Weapon already Specialized. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.

Barbarians

Barbarians may ONLY have one Weapon of Specialization; they gain it at First Level. Plus, if they have a STR of 15+ AND it is a Prime Attribute – they may fight with a Second Weapon at no Penalty for the off hand. Barbarians are always considered to be ‘Double Specialized’ in their Specialized Weapon of Choice. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.

Knights & Paladins

Knights & Paladins may ONLY have one Weapon of Specialization – which they must choose at First Level. Knights & Paladins are always considered to be ‘Double Specialized’ in their Specialized Weapon of Choice. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.

Rangers

Rangers may have one Melee Weapon and one Ranged Weapon as Specializations. They must take these at First level, and may take no others. If a Ranger so desires, he may instead Double Specialize in the Long Bow – rather than taking a separate Melee Weapon Specialization. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.

Rogues & Assassins

Rogues may only ever take one Weapon Specialization, and it must be taken at the First Level. It must either be a Dagger or a Short Sword (or Scimitar in the case of Assassins). In the case of Rogues & Assassins – Daggers ALWAYS count as being specialized for the purposes of Melee AND Ranged Combat. All other Classes must choose them as separate specializations.

Wizards & Illusionists

Wizards & Illusionists (unsurprisingly) may NEVER take any Weapon Specializations; they are far too concerned with matters Arcane to even consider such a worldly course of Training.

Clerics

Clerics only ever get a Weapon Specialization if it’s the signature Weapon of their God (if their God has one).

Druids

Druids never get a Weapon Specialization. Becoming a Master of a destructive tool is outside their Spheres of interest

Bards

At 5th Level, a Bard may choose a ‘signature’ Melee Weapon. The signature Weapon choice confers the Attacks per Round as if he/she were specialized in that weapon. Plus, once per Fight a Bard may attempt a dazzling display of martial prowess. The Bard makes a Charisma Test, with the difficulty modified by the targets Intelligence Bonus (if any). If the Bard is successful, the intended target is ‘dumbfounded’ and the Bard may double his Damage vs. that specific Target for one round (as the target cannot defend himself properly, and the Bard may attack his victims vital areas unhindered).

Dwarven Characters

Dwarven Characters are always considered to be ‘Double Specialized’ in the Battle Axe – should they take the Battle Axe as a Specialization. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.

Elven Characters

Elven Characters are always considered to be ‘Double Specialized’ In the Long Bow – should they take the Long Bow as a Specialization. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.

Follow the Above, using the Table on Page 18 of the AD&D 1st Edition Unearthed Arcana.

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