Weapon Lists by Homogeneous Type

Strength lies not in a Sword, but in the arms of a brave man. (The Legend of Zelda: Twilight Princess)}

Each time you assign a point to Weapon Proficiency, you can decide whether to continue perfecting a Weapon List you already know or learn a new one. If you do not declare its use, it is assigned to the Simple Weapons List.

On your character sheet, note which Weapon List you assign the Weapon Proficiency point to.

To reassign a Weapon Proficiency point to another list requires at least 4 hours of training for 4 months.

Using a weapon without adequate proficiency imposes a -1d6 penalty to the Attack Roll.

All Weapon Lists grant, unless written otherwise, these cumulative advantages when the score in the Weapons List reaches the indicated value:

  • 6 points: if you face someone using a weapon in this list, you are immediately able to understand their Weapon Proficiency (or Attack Roll bonus in the case of monsters).
  • 10 points: if you hit the same opponent with at least two attacks in the round, you can move 1 meter away from them without using Actions, or the second attack causes 1 Critical Hit if it hasn’ **t generated any.
  • 14 points: if you hit an opponent with at least one attack, you can move 1 meter away from them without using Actions.
  • 18 points: when you make an Attack Roll, you also count 5s for Critical Hits (but don’ **t reroll the die).
  • 20 points: when you make an Attack Roll, you also count 5s for Critical Hits and reroll the die.

The points assigned to a Weapon List are not added to the Attack Roll! You must check the score in the Weapon List with any bonuses that the same list includes.

The bonuses indicated in the Weapon Lists only apply when fighting with the weapons indicated by the same list.

The advantages indicated are cumulative unless otherwise specified.

Bows

Longbow, Shortbow, Composite Longbow, Composite Shortbow

  • 4 points: add your Strength value to damage, even if the bow is not composite. On a shortbow, you can add up to +1 damage, on a longbow up to +2 damage.
  • 5 points: reduce the penalty for shooting beyond standard range by 6.
  • 7 points: your mastery in using the bow in combat is such that you suffer no penalty when shooting arrows at enemies with light cover.
  • 9 points: it is possible with your first Attack Roll of the round to shoot two arrows. The Attack Roll starts with a -5 penalty.
  • 11 points: reduce the penalty for shooting beyond standard range by 6.
  • 16 points: the first arrow that hits in the round adds a critical damage.

Armor

This List only confers the cumulative bonuses listed here when wearing Armor.

  • 1 point: halve the time required to don and doff armor
  • 2 points: the Defense granted by armor increases by 1 point, sleeping in medium armor doesn’ **t cause fatigue. Decrease the Magic Check penalty by 2.
  • 3 points: the Skill Penalty decreases by 1 point, sleeping in heavy armor doesn’ **t cause fatigue. Decrease the Magic Check penalty by an additional 2.
  • 4 points: the Movement penalty decreases by 1 meter, the Defense bonus granted by armor increases by 1 point. Decrease the Magic Check penalty by an additional 2.
  • 5 points: decrease Critical Hits suffered from melee attacks by 1, the Skill Penalty decreases by 1 point, the Movement penalty decreases by 1 meter. Decrease the Magic Check penalty by an additional 2.
  • 6 points: the Critical Hit reduction also applies to ranged attacks. You negate the Skill Penalty and Movement penalty. Decrease the Magic Check penalty by an additional 2.
  • 7 points: Decrease the Magic Check penalty by an additional 2.

Light Weapons

Short Sword, Light Mace, Rapier, Scimitar, One-handed Axe, Dagger

  • 4 points: you can use Dexterity instead of Strength in the Attack Roll.
  • 5 points: you can draw the weapon as part of the Movement Action.
  • 7 points: you can draw the weapon as an Immediate Action.
  • 9 points: increase the weapon’ **s damage die by one step. If the damage die becomes 8 or more, the weapon acquires EDX on the maximum value of the die.
  • 11 points: increase the weapon’ **s damage die by one step. The EDX is reduced by 1.
  • 16 points: using a Reaction, you get +4 to Defense against melee attacks. If you avoid the attack, you can make a counter-attack.

Double Weapons

Great Double Axe, Double Flail, Two-bladed Sword, Urgrosh

  • 4 points: your proficiency in using these weapons makes you extremely versatile, giving you the ability at the beginning of your round to choose whether to be defensive or offensive, increasing either your Attack Roll or Defense by 1 until the beginning of the next round. Does not cost Actions.
  • 5 points: by taking a -4 penalty to the Attack Roll on your first attack in the round, you gain +4 to Defense until the beginning of your next round.
  • 7 points: using a non-light double weapon does not incur the additional -3 penalty to the Attack Roll.
  • 9 points: your technique leaves no weak points, for each successful Attack Roll in the round you get +1 to Defense until the beginning of your next round.
  • 11 points: you strike whirlingly with your weapon. The first successful hit counts as two hits.
  • 16 points: each time you hit with a critical roll, you can make, without using Actions, a strike with the other end of the weapon. This Attack Roll cannot in turn cause criticals and has a -4 penalty to the Attack Roll.

Graceful Weapons

Rapier, Scimitar, Scythe

  • 4 points: your style resembles a dance a lot. You can use the value of Charisma or Dexterity for the Attack Roll.
  • 5 points: you can use your Entertain score instead of Weapon Proficiency in the Attack Roll.
  • 7 points: you know how to hit where it really hurts. The first Critical Hit adds an additional critical hit.
  • 9 points: the weapon’ **s die increases by one category.
  • 11 points: using a Reaction Action, you can try to intercept the opponent’ **s attacks, adding +2 to Defense until the beginning of your next round.
  • 16 points: your dance blocks the opponent in facing you. You force the opponent in melee with you to attack only you until the end of your next round. 1 Action.

Weapons of Death

Light Pike, Heavy Pike, Scythe, Sickle

  • 4 points: you can perform a Coup de Grace with the cost of 1 Action.
  • 5 points: the first critical hit you execute on the opponent adds an additional critical hit.
  • 7 points: increase the weapon’ **s damage die by one step.
  • 9 points: the first critical hit you execute on the opponent adds 2 additional critical hits.
  • 11 points: increase the weapon’ **s damage die by one step.
  • 16 points: increase the weapon’ **s damage die by one step.

Stunning Weapons

Truncheon, Spiked Gauntlet

  • 4 points: an unaware opponent, if hit with these weapons (during the surprise round), must make a Fortitude Saving Throw DC 15 or be Slowed 1/1r.
  • 5 points: for each Critical Hit, the opponent must make a Fortitude Saving Throw at DC 13 or be slowed 1/1r.
  • 7 points: double your Strength damage bonus. The Saving Throw for the ability at 4 points becomes 19.
  • 9 points: the difficulty of the ability at point 4 becomes 19
  • 11 points: your stunning weapon does 1d6 more non-lethal damage. The Saving Throw for the ability at 4 points becomes 23
  • 16 points: each time you hit an opponent with a critical damage, a companion in melee with that opponent can use a Reaction to make an attack against them.

Throwing Weapons

One-handed Axe, Javelin, Trident, Sling, Dagger

  • 4 points: you have become extremely accurate in throwing your weapon, gaining +1 to hit and +1 to damage.
  • 5 points: the first Critical Hit you execute on the opponent adds an additional critical hit.
  • 7 points: your skill allows you to have no downtime after throwing a weapon; you can instantly draw another without consuming actions.
  • 9 points: the first Attack Roll throws 2 weapons.
  • 11 points: reduce the penalty for range beyond standard by 6.
  • 16 points: you have become extremely accurate in throwing your weapon, gaining +4 to hit and +4 to damage.

Lethal Weapons

Katana, Machete

  • 4 points: against surprised opponents, add your Weapon Proficiency to damage.
  • 5 points: the first Critical Hit you execute on the opponent adds an additional Critical Hit.
  • 7 points: increase the weapon’ **s damage die by one step. If this brings the weapon to have d8 as damage die, it also acquires EDX equal to 8. If the weapon already has EDX, this decreases by 1.
  • 9 points: the first Critical Hit you execute on the opponent adds two Critical Hits.
  • 11 points: improve EDX. If the weapon already has EDX, this decreases by 1.
  • 16 points: increase the weapon’ **s damage die by one step.

Polearms

Javelin, Trident, Halberd

  • 4 points: if you make at least one critical hit with the Attack Roll, you can leave the weapon in the opponent’ **s body, penalizing them with a -1 Dexterity. The weapon when removed causes one critical damage.
  • 5 points: you can make an opportunity attack against opponents who cross your melee zone using a Reaction.
  • 7 points: you can use the long weapon in melee within one meter without penalty. The damage from the ability at 4 points becomes equal to 2 critical damages.
  • 9 points: the damage from the ability at 4 points becomes equal to 3 critical damages.
  • 11 points: the range, if absent, becomes 3 meters; if present, you double it.
  • 16 points: using a Reaction, you can follow the opponent while maintaining the current melee distance. You cannot move more than your Movement.

Crossbows

Light Crossbow, Heavy Crossbow, One-handed Crossbow

  • 4 points: gain the Rapid Shot Feat (page ).
  • 5 points: the first Critical Hit you execute on the opponent adds an additional critical hit.
  • 7 points: each Action you dedicate to aiming, up to a maximum of 2, grants you a +2 to hit.
  • 9 points: the first Critical Hit you execute on the opponent adds two additional critical hits; this does not stack with the advantage at point 5.
  • 11 points: reduce the penalty for shooting beyond standard range by 6.
  • 16 points: reduce the penalty for shooting beyond standard range by 6.

Lances

Halberd, Urgrosh, Footman’ **s Lance, Polearm Scythe, Lance

  • 4 points: used against a charge or in a charge, provided it has the Countercharge ability, the additional critical damage does maximum value.
  • 5 points: you can also use it against opponents at a distance of 1 meter without penalty.
  • 7 points: used against a charge or in a charge, provided it has the Countercharge ability, it does an additional critical damage.
  • 9 points: you spin your weapon. Using 3 Actions, make a single Attack Roll at -5. Compare the roll with the Defense of all creatures in melee with you to determine if you’ **ve hit them.
  • 11 points: the reach of your lance becomes 3 meters.
  • 16 points: you use 2 Actions and make a single Attack Roll. If it hits, you cause 3 additional critical hits.

Spinning Balls

Flail, Heavy Flail, Double Flail, Spiked Chain, Whip

  • 4 points: if the Attack Roll is successful, you can make an additional Attack Roll (without consuming Actions) at -5 against an opponent in melee with you who is not the opponent already hit.
  • 5 points: if you hit the opponent twice in the round, the second Attack Roll generates an additional critical damage.
  • 7 points: the impact of your blows is such as to stun enemies. If you hit the opponent with a Critical Hit, they will be Slowed 1/1r.
  • 9 points: you can use an Immediate Action and use your weapon to try to deflect an Attack Roll directed at you onto a creature within melee range of the opponent. Make an Attack Roll; the maneuver succeeds only if it is higher than the Attack Roll you want to deflect.
  • 11 points: the precision and skill in spinning your weapon is such as to confuse the enemy’ **s defense; you ignore the protection (Defense) given by the shield.
  • 16 points: you can use a Reaction Action and use your weapon to try to protect a creature in melee with you until the beginning of your next round. The creature gets +4 to Defense.

Empty Hand

Punches and Kicks

You have trained your body to become the ultimate weapon. You are trained in using kicks and punches in an effective and lethal manner.

The Empty Hand List does not benefit from Critical Hit, except for the advantage taken at 9 points.

Empty Hand: Each time you take this proficiency, the damage increases following this progression: 1d6 (list taken 2 times), 1d8 (3), 2d6 (5), 2d8 (7), 2d10 (9), 3d6 (11), 3d8 (13), 3d10 (15), 4d6 (17).

The player can also decide to do non-lethal damage without incurring any penalty, and can apply the value of Strength or Dexterity to the damage as desired.

  • 1 point: your punches do lethal damage (1d4). You can use the value of Strength or Dexterity for the Attack Roll and damage.
  • 4 points: Wisdom of the empty hand. You can use the value of Wisdom for hitting and Damage instead of Strength or Dexterity. The penalties for multiple attacks become -4 and not -5.
  • 5 points: your natural Defense score increases by 1 point.
  • 9 points: solitary blow. You use three Actions to deliver a single devastating blow; if the blow hits, it adds 2 additional critical hits.
  • 11 points: you get a bonus to hit and damage equal to twice the Ability Score used to determine this bonus.

Consult Vulnerability, Resistance, and Immunity (page ) to find out how magical your strike is.

Skull Crushers

Flail, War Maul, War Hammer, Light Mace, Flanged Mace, Spiked Mace

  • 4 points: you have become so skilled that you can control the force of your blows; you can do non-lethal damage without penalty to hit.

You can choose to reduce your Attack Roll by 4 to increase damage by 8 (not cumulative with Power Attack).

  • 5 points: the first Critical Hit you execute on the opponent adds an additional critical hit.
  • 7 points: your blows daze the enemy. Each successful Critical Hit lowers Defense by 1 point, up to a maximum of 3. The opponent recovers one point of penalty at the beginning of their round.
  • 9 points: increase the weapon’ **s damage die by one step.
  • 11 points: the advantage at 5 points becomes two critical hits.
  • 16 points: using a Reaction, each time you hit with a Critical Hit, you can make another Attack Roll with the same score against a different opponent provided they are within melee range.

Shields

Light, Medium, Heavy Shields

You are a master in the use of shields, including as weapons.

You can use the shield as a weapon: a small shield does 1d4 damage (B/T), a medium shield does 1d6 damage (B/T), a heavy shield does 1d8 damage (B/T). You have no penalty to hit with the shield; for you, the shield is not an improvised weapon. This Weapon List does not have the 6-point bonus and the 18-point bonus common to other Weapon Lists.

Your technique effectively mixes defense and attack. You can throw your shield with a range of 6 meters.

  • 1 point: you are proficient in all types of shields. You do not have the Strength 1 limit constraint on Heavy Shields.
  • 2 points: the Defense bonus when using the shield increases by 1, and every 4 times you take this Weapon List (6,10,14,18..), you don’ **t use Actions to restore the shield in Defense after making an attack with it.
  • 3 points: the Magic Check penalty given by the shield decreases by 2
  • 4 points: the Attack Roll penalty decreases by 1.
  • 5 points: increase the shield’ **s damage category by 1 and every additional 4 points in the list (9,13,17..).
  • 8 points: each ally adjacent (within 1 meter) to you has a +1 Defense. You can throw the shield to defend a companion, giving them +2 to Defense, to be used as a Reaction. The shield falls to the ground where you defended your companion. You can throw your shield with a range of 9 meters. The Magic Check penalty given by the shield decreases by additional 2.
  • 12 points: you can throw your shield as a weapon with a range of 12 meters. If you hit and get a Critical Hit when throwing the shield, it returns to your hands at the end of the round. Each ally adjacent (within 1 meter) to you has a +2 Defense.
  • 16 points: if an opponent makes at least two attack rolls and misses you both times, you can make a shield attack against them as a Reaction.
  • 18 points: the thrown shield has a range of 18 meters and returns to your hands, if not prevented. This allows you to make multiple attacks even from a throw with the same shield. You can throw the shield to defend a companion, giving them +4 to Defense, to be used as a Reaction. The shield falls to the ground where you defended your companion.

It is not possible to apply these bonuses if using more than one shield.

Axes and Hatchets

One-handed Axe, Battle Axe, Hammer Axe, Great Double Axe, Sornelian natural attacks

  • 4 points: the fury of your attacks is such that you gain a +2 to damage on the blow.
  • 5 points: if you kill a creature with a critical hit, the excess damage, if the Attack Roll is sufficient, is taken by another creature in melee with you.
  • 7 points: the wounds you inflict are so deep that they cause Bleeding. Each of your successful attacks increases bleeding by 1 up to a maximum of Bleeding 5.
  • 9 points: each critical hit you inflict increases Bleeding by 2, up to a maximum of 10.
  • 11 points: the wounds you inflict are so deep that they cause a lot of Bleeding. The maximum Bleeding value rises to 15.
  • 16 points: you consume 3 Actions, make a single Attack Roll that you compare against all creatures in a cone equal to your movement to see if you’ **ve hit them. At the end of the attack, you are at the bottom of the cone.

Swords

Short Sword, Long Sword, Two-handed Greatsword, Bastard Sword, Two-bladed Sword, Broadsword, Two-bladed Sword, Estoc

  • 4 points: your mastery in sword technique gives you +1 to damage and Attack Roll.
  • 5 points: the first Critical Hit you execute on the opponent adds an additional critical hit.
  • 7 points: your mastery in sword technique gives you +2 to damage and Attack Roll.
  • 9 points: the first successful hit in the round adds a critical hit.
  • 12 points: you have reached the pinnacle of mastery with the sword; your strikes are precise and difficult to predict; you gain +1 to damage, Attack Roll, and Defense. The sword’ **s EDX, if present, is lowered by 1.
  • 16 points: your sword’ **s damage die increases by one category.

The hand that is not holding the sword must be free or used on the weapon.

Swords and Shields

Short Sword, Long Sword, Broadsword, Small Shield, Medium Shield

  • 4 points: your mastery in sword and shield technique gives you +1 to Defense and Attack Roll.
  • 5 points: if you hit with two consecutive strikes with the sword, you can make an Attack Roll with the shield, without further accumulation of penalties from multi-attack or improvised attack, by consuming a Reaction.
  • 7 points: your mastery in sword and shield technique gives you +2 to Defense and Attack Roll.
  • 9 points: using a Reaction, you can use the shield to protect a creature within melee range of you. Their Defense increases by 2 points until the beginning of the next round.
  • 11 points: your sword’ **s damage die increases by one category, EDX is lowered by 1.
  • 16 points: you add the Shield’ **s Defense value to Reflex Saving Throws.

The character must hold the sword in one hand and the shield in the other.

Simple Weapons

Dagger, Light Mace, Spiked Mace, Staff, Crossbow (Light), Javelin.

This subdivision is also selectable by those who have not assigned points to Weapon Proficiency. This Weapon List does not grant specific bonuses.

Weapons in Multiple Weapon Lists

When a character uses a weapon present in multiple known Weapon Lists, they can apply only one combat technique (one Weapon List) per opponent, and do not stack the advantages of any other lists.

Using 2 Actions, they can concentrate and switch to using the bonuses derived from the application of a different Weapon List.