Hello everyone!
Below in this thread, for those who are interested in joining as a member of the DFCRPG Staff Team is the application that should be filled out and posted within this same thread. The application should be filled out to the best of your abilities, and all information presented should be factual. Your application can be checked in on, should the need arise, to ensure that what's …
Light Weapon Proficiency
Thu Apr 11, 2024 10:42 pm
Skill Name: Light Weapon Proficiency
Rating: Novice/Apprentice/Initiate/Journeyman/Expert/Master
Associated Attribute: Might or Agility (character's choice; once chosen, this cannot be undone)
Proficiency: +3/6/9/12/15/18
Appearance: -
History: In the annals of martial tradition, the Light Weapon Proficiency skill stands as a testament to the artistry and finesse of combat with smaller, swifter weapons. Its origins trace back to the ancient schools of swordplay and knife-fighting, where warriors honed their skills to wield weapons that were as agile as they were lethal. The history of Light Weapon Proficiency is intertwined with the evolution of warfare and the rise of civilizations. As societies developed and expanded, the need for versatile and mobile weaponry became paramount. Warriors sought to master the use of daggers, short swords, and other lightweight arms that could be wielded with speed and precision in close-quarters combat.
What It Does: Character's with this Skill can now utilize melee weaponry with the Light tag to their full potential; instead of using half of their Might or Agility Score when making any weapon attack with one that has the Light tag, they can instead use their full Might or Agility Score adding their Proficiency Bonus from this Skill. Additionally, this Skill opens up the possibility to a Character who has it being able to learn Abilities which require a Light Weapon to use such as Stunning Strike and Piercing Strike. The applications of this Skill are mostly limited to combat scenarios when a Character would make a weapon attack, but in certain cases, outside of combat, someone can use this Skill to possibly identify if a weapon might be considered Light or not.
Specialties:
Bonus Requirements: N/A
Availability: Any
Character Specific: No
Synergy: Light Armor Proficiency, Medium Armor Proficiency, Enchanting, Knowledge (Tactics), Athleticism
Word Count: 500/1000/2000/3500/5500/8000
Rating: Novice/Apprentice/Initiate/Journeyman/Expert/Master
Associated Attribute: Might or Agility (character's choice; once chosen, this cannot be undone)
Proficiency: +3/6/9/12/15/18
Appearance: -
History: In the annals of martial tradition, the Light Weapon Proficiency skill stands as a testament to the artistry and finesse of combat with smaller, swifter weapons. Its origins trace back to the ancient schools of swordplay and knife-fighting, where warriors honed their skills to wield weapons that were as agile as they were lethal. The history of Light Weapon Proficiency is intertwined with the evolution of warfare and the rise of civilizations. As societies developed and expanded, the need for versatile and mobile weaponry became paramount. Warriors sought to master the use of daggers, short swords, and other lightweight arms that could be wielded with speed and precision in close-quarters combat.
What It Does: Character's with this Skill can now utilize melee weaponry with the Light tag to their full potential; instead of using half of their Might or Agility Score when making any weapon attack with one that has the Light tag, they can instead use their full Might or Agility Score adding their Proficiency Bonus from this Skill. Additionally, this Skill opens up the possibility to a Character who has it being able to learn Abilities which require a Light Weapon to use such as Stunning Strike and Piercing Strike. The applications of this Skill are mostly limited to combat scenarios when a Character would make a weapon attack, but in certain cases, outside of combat, someone can use this Skill to possibly identify if a weapon might be considered Light or not.
Specialties:
- Dual Wielding (Apprentice)- Allows the usage of a melee Light Weapon in each hand as well as being able to learn Abilities which require Dual Wielding to use; furthermore a Character who specializes in Dual Wielding can add their Physical Prowess to Basic Weapon Attacks (Non-Ability Attacks)
- Precision Striking (Journeyman)- Allows for, the aptly named, very precise strikes when using a melee Light Weapon as well as being able to learn Abilties which require Precision Striking to use; a Character passively can add their Composure to Basic Weapon Attacks that automatically pierces Armor, but, only the Composure bonus does this (A person makes an Attack that acts at 75 regularly + 25 from Composure for a total of 100 Power, only the 25 from Composure gains the Armor Piercing trait)
- Swift Draw (Initiate)- Allows for a Character to make basic attacks while unsheathing a melee Light Weapon as well as being able to learn Abilities which require Swift Draw to use; a Character may add their Reflex Score to attacks made when unsheathing their weapon (Non-Ability Attacks)
- Blindfighting (Master)- Allows for a Character to make effective basic weapon attacks using a melee Light Weapon while they are afflicted with the Blindness Status Effect because of any means as well as being able to learn Abilities which require Blindfighting to use; a Character may either add their Reflex or Grit Score to attacks made while they are blinded (Non-Ability Attacks), whichever Sub-Attribute the Character first chooses upon using this Specialty is what they must use permanently
Bonus Requirements: N/A
Availability: Any
Character Specific: No
Synergy: Light Armor Proficiency, Medium Armor Proficiency, Enchanting, Knowledge (Tactics), Athleticism
Word Count: 500/1000/2000/3500/5500/8000
Permissions in this forum:
You cannot reply to topics in this forum
|
|