Weapon and Armor Proficiency Ranks


Homebrew and House Rules

Scarab Sages

These rules replace the standard Weapon and Armor Proficiency rules. They give every character more customization in their armament, and allow a martial character to improve upon their ability in multiple weapons without expending valuable feats.

The Weapon Focus chain, Improved Critical, and Critical Focus feats are no longer subsumed into these rules. Fighter class abilities still function with these rules.

Basic Rules:

Spoiler:

First Level Characters
Classes with the following core proficiencies gain the appropriate number of points when a character is first level (1HD).

Limited List: 0+Int (Monk, Wizard)
Simple Weapons: 1+Int (Cleric, Sorcerer)
Simple Weapons plus others: 2+Int (Bard, Druid, Rogue)
Martial Weapons: 4+Int (Barbarian, Fighter, Paladin, Ranger)

No Armor: +0
Light Armor: +1
Medium Armor: +2
Heavy Armor: +3
Tower Shields: +4

Example wrote:
A 1st level fighter with Int 14 gains 16 points.

A racial ability granting weapon or armor proficiency, instead grants a +1 bonus to that weapon or armor rank(s).

Example wrote:
If the above fighter was an orc, she would receive +1 slots to both falchion and greataxe and all orc weapons.

Higher Level Characters

A character gains 1 proficiency point for every even number of their BAB.

A character cannot raise a proficiency higher than 1/2 their BAB (rounded down) plus 1 (bonus ranks as above do not count against this limit).

Weapon Proficiency Ranks:

Spoiler:

There are seven ranks of weapon proficiency:

0 ranks - Untrained:
Character has -4 to attack roles, character can not apply any special weapon abilities (such as reach or a bonus to trip or disarm).

1 rank - Proficient:
Character has no penalties or bonuses when using this weapon.

2 ranks - Focused:
Character has +1 bonus to hit with this weapon.

3 ranks - Specialized:
Character has +2 bonus to damage with this weapon.

4 ranks - Master:
Bonus to hit with this weapon increases to +2.

5 ranks - Grand Master:
Bonus to damage with this weapon increases to +4.

6 ranks - Paragon:
Gain +4 bonus to confirm critical hits with weapon, threat range doubles.

Armor Proficiency:

Spoiler:

There are seven ranks of armor proficiency:

0 ranks - Untrained:
Character takes ACP to attack rolls and all Str and Dex based checks when equipped with the armor or shield.

1 rank - Proficient:
Character has no penalties or bonuses when equipped with the armor or shield.

2 ranks - Focused:
Character decreases the ACP by 1 when equipped with the armor or shield..

3 ranks - Specialized:
Character increases the Max Dex by +1 when equipped with the armor.

4 ranks - Master:
Character increases the armor bonus by 1 when equipped with the armor.

5 ranks - Grand Master:
Character can move at full speed when equipped with the armor, or can ignore the weight of the armor when calculating encumbrance.

6 ranks - Paragon:
Character gains DR equal to 1/2 the base armor bonus of the armor when equipped.


Interestingly, these rules closely mirror what I'd done with my Classless Pathfinder rules for the Beta (I'd converted all feats to the equivalent of skills with ranks, since it was a skill-based system).

Scarab Sages

Kirth Gersen wrote:
Interestingly, these rules closely mirror what I'd done with my Classless Pathfinder rules for the Beta (I'd converted all feats to the equivalent of skills with ranks, since it was a skill-based system).

That's what I was aiming for - up to Specialization, they rules mirror the availability of feats in the core rules. The higher level ranks are off by a level. If a wizard wants to go for broke and specialize, go ahead. He'll have specialization in Light Crossbows when the fighter has Mastery in a handful of weapons.

In retrospect, I probably should have included the following:

There is no distinction between Simple, Martial, and Exotic Weapons in this system, nor between Light, Medium, and Heavy Armor for the purposes of proficiency. A character may specialize in Heavy Armor without being proficient in Light Armor.


Jal Dorak wrote:
A character may specialize in Heavy Armor without being proficient in Light Armor.

That last caveat seems a bit goofy, I have to admit. Walk before you can run, and all that.


How does multiclassing work with this? If you start a Wizard and then jump into Fighter, do you just take the higher of the two or get the best of both?

Scarab Sages

Kirth Gersen wrote:
Jal Dorak wrote:
A character may specialize in Heavy Armor without being proficient in Light Armor.
That last caveat seems a bit goofy, I have to admit. Walk before you can run, and all that.

It's a bit weird, I admit. But otherwise you have to have caveats for all the types. Not to hard to do, I suppose. Since full plate by design incorporates padded and chain armor, it does make sense to build to the end product. Also makes it harder for non-warriors to get their.

"A character may not purchase ranks in a weapon or armor without first having at least one rank in a prerequisite type as follows:

Type - - - - - - - Prerequisite
Medium Armor : Light Armor
Heavy Armor : Medium Armor
Martial Weapon : Simple Weapon
Exotic Weapon : Martial Weapon

Although technically open, some GMs may wish to link these prerequisites further thematically. For example, the prerequisite for Bastard Sword may be Longsword, and the prerequisite for Longsword may be Dagger."

Scarab Sages

Sean FitzSimon wrote:
How does multiclassing work with this? If you start a Wizard and then jump into Fighter, do you just take the higher of the two or get the best of both?

Another way to discourage multi-classing - I based the progression off of BAB. So too much multiclassing and you could end up with no points to spend.

In retrospect as written it is very limiting. If you want multiclassing to count for more, then a character gains their new classes proficiency bonus. The bonus is only granted the first time the character gains the proficiency (so a barbarian/fighter gains only 4 points from Tower Shields). It would be better to also rewrite the weapon progression:

Limited List: +1
Simple Weapons: +2
Martial Weapons: +3
*Add Int after determining total value of proficiencies (minimum 1 gained if it is a penalty).

Example wrote:


Let's assume a 1st level rogue with Int 16. They receive 7 points, and can raise a proficiency by a maximum of 1 rank (0/2+1).

At 2nd level the character takes a level of fighter. They gain 6 points from weapons, 9 points from armor, and their maximum rank increases to 2 (1/2+1).

At 3rd level, regardless of his class choice the character receives a proficiency point (BAB of +2).

You have jogged an interesting thought. Characters may apply their favored class bonus to Proficiency points. Could even give Humans an additional proficiency point at 1st level.

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