OSRIC Proficiencies

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Weapon Proficiency

Weapon Groups
Axes (Battle Axe, Hand Axe, Throwing Axe)
Bow, Long (Composite Long Bow, Long Bow)
Bow, Short (Composite Short Bow, Short Bow)
Club
Crossbows (Heavy Crossbow, Light Crossbow)
Daggers (Dagger, Throwing Dagger)
Dart
Flails & Morning stars (Heavy Flail, Light Flail, Morning Star)
Hammers (Heavy Hammer, Light hammer, Throwing hammer)
Lance
Oils
Mace (Heavy Mace, Light Mace)
Pick (Heavy Pick, Light Pick)
Polearm (Polearms & Halberds)
Sling
Spears & Javelins (Spear, Trident, Javelin)
Staff
Swords, Two-Handed
Swords, Bastard (Bastard Sword, Katana)
Swords, Long (Broadsword, Longsword)
Swords, Short (Shortsword, Tanto)
Swords, Exotic (Scimitar, Ninjato, Wakizashi)

Weapon Proficiency: A character proficient with a weapon suffers no penalty to hit when wielding that weapon. A character can gain proficiency beginning at 1st level.

Weapon Specialization: A character specialized with a weapon gains one extra attack every 2 rounds, +1 to hit and +2 damage when using the weapon they are specialized in. Specialization costs an additional proficiency point in the same weapon.
A character can gain specialization beginning at 1st level. Only Fighters, Paladins, and Rangers may specialize in weapons.

Weapon Mastery: A character mastered with a weapon gains a total of +3 to hit and +3 damage with the weapon.
Mastery costs an additional proficiency point in the same weapon.
A character can gain mastery beginning at 3rd level. Only Fighters may master in weapons.

Weapon High Mastery: A character high mastered with a weapon gains one additional extra attack every 2 rounds (for a total of 1 additional attack per round), and a total of +3 to hit and +4 damage with the chosen weapon.
High Mastery costs an additional proficiency point in the same weapon.
A character can gain high mastery beginning at 5th level. Only Fighters may high master in weapons.

Weapon Grand Mastery: A character high mastered with a weapon gains one additional extra attack every 2 rounds (for a total of 3/2 additional attacks per round), and a total of +3 to hit and +5 damage with the chosen weapon.
Grand Mastery costs an additional proficiency point in the same weapon.
A character can gain grand mastery beginning at 7th level. Only Fighters may grand master in weapons.

Combat Style Proficiency

Combat Styles and Classes
Bards can be proficient and specialize in Archery, Dual Wielding, Single Weapon, and Unarmed.
Clerics can be proficient and specialize in Single Weapon, Two Handed, Unarmed, and Weapon & Shield.
Fighters can be proficient, specialize, and master in all combat styles.
Mages can be proficient in Single Weapon, Two Handed, and Unarmed.
Paladins can be proficient and specialize in in all combat styles, and may master Two Handed and Weapon & Shield.
Psionicists can be proficient in Dual Wielding, Single Weapon, Two Handed, and can specialize in Unarmed.
Rangers can be proficient and specialize in all combat styles, and may master Dual Wielding and Archery.
Thieves can be proficient and specialize in Archery, Dual Wielding, Single Weapon, and Unarmed.
Special Note: Certain Class Kits alter what combat styles are permitted, and will note these differences.

Combat Style and Level
A character can be proficient or specialize in a combat style at 1st level, and may master a combat style at 3rd level.

Archery
This combat style involves using a missile weapon in order to attack opponents both near and far.
Classes: Bard, Paladin, Fighter, Ranger, Thief
Proficient: A character proficient with Archery gains a +1 bonus to damage and a +25% bonus to range when employing a missile weapon.
Specialized: A character specialized with Archery gains a +1 to hit, +2 to damage, and a +50% bonus to range when employing a missile weapon.
Mastered: A character specialized with Archery gains a +1 to hit, +2 to damage, a +100% bonus to range, and an additional 1/2 attacks per round when employing a missile weapon.

Dual Wielding
This combat style involves using a melee weapon in each hand to hit. A character wielding two weapons without a slot in this combat style would suffer a -4 penalty with the main weapon and a -8 penalty with the off weapon.
Classes: Bard, Fighter, Paladin, Ranger, Thief
Proficient: A character proficient with Dual Wielding has their penalties reduced to -2 with their main weapon and -6 with the off weapon.
Specialized: A character specialized with Dual Wielding has no penalty with the main weapon and a -4 penalty with the off weapon, and gains a +1 bonus to AC when wielding two weapons.
Mastered: A character mastered with Dual Wielding has the penalty with the off weapon reduced to only -2, and gains +2 bonus to AC when wielding two weapons.

Single Weapon
This combat style is for characters who do not wish to use a shield but want some bonus when using a one handed weapon.
Classes: Any
Proficient: A character proficient with Single Weapon gains a +1 bonus to AC and inflicts critical damage on an attack roll of 19 or 20 if using a single one handed melee weapon.
Specialized: A character specialized with Single Weapon gains +1 to hit, a +2 bonus to AC, and inflicts critical damage on an attack roll of 19 or 20 if using a single one handed melee weapon.
Mastered: A character mastered with Single Weapon gains +1 to hit, +1 bonus to damage, a +2 bonus to AC, and inflicts critical damage on an attack roll of 18, 19 or 20 if using a single one handed melee weapon.

Two Handed
This Combat Style allows the character to use a two handed weapon and receive special bonuses.
Classes: Cleric, Paladin, Fighter, Mage, Ranger,
Proficient: A character proficient with Two Handed gains a +2 bonus to damage when using a two handed weapon.
Specialized: A character specialized with Two Handed gains a +1 bonus to hit, +2 bonus to damage, and will score critical hits on a roll of 19 or 20 (instead of just 20) using a two handed weapon.
Mastered: A character that has mastered with Two Handed gains a +1 bonus to hit, +4 bonus to damage, and will score critical hits on a roll of 19 or 20 (instead of just 20) using a two handed weapon.

Unarmed
This combat style allows a character to fight with deadly effect while employing empty hands.
Classes: Any
Proficient: A character proficient with Unarmed deals 1d4 damage when making unarmed attacks or grappling, and gains a +1 bonus to AC when not employing a shield or weapon other than their unarmed attacks.
Specialized: A character specialized with Unarmed deals 1d6 damage when making unarmed attacks or grappling, gains a +1 bonus to AC, and gains an additional 1/2 attack per round when when not employing a shield or weapon other than their unarmed attacks.
Mastered: A character that has mastered with with Unarmed deals 1d8 damage when making unarmed attacks or grappling, gains a +2 bonus to AC , gains an additional 1/2 attack per round, and score critical hits on a roll of 19 or 20 (instead of just 20) when when not employing a shield or weapon other than their unarmed attacks.

Weapon & Shield
Classes: Cleric, Paladin, Fighter, Ranger,
This combat style allows a character to maximize the benefits they gain with a shield.
Proficient: A character proficient with Weapon &Shield gains a +1 bonus to AC and a +2 bonus to AC against missile weapons when employing a shield.
Specialized: A character specialized with Weapon & Shield gains a +2 bonus to AC and a +4 bonus to AC against missile weapons, and gains an additional 1/2 attack per round with their shield, dealing 1d4 damage, when employing a shield.
Mastered: A character that has mastered with Weapon & Shield gains +1 to hit with their weapon and shield, a +3 bonus to AC and a +5 bonus to AC against missile weapons, and gains an additional 1/2 attack per round with their shield, dealing 1d6 damage, when employing a shield.

OSRIC Proficiencies

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