Template:ClassProficiency: Difference between revisions

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| Alchemist = Alchemists are proficient with all [[Simple Weapons|simple weapons]] and [[#Bombs_.28Su.29|bombs]]. They are also proficient with light armor, but not with shields.
| Alchemist = Alchemists are proficient with all [[Simple Weapons|simple weapons]] and [[#Bombs_.28Su.29|bombs]]. They are also proficient with light armor, but not with shields.


| Barbarian = A barbarian is proficient with all [[Simple Weapons|simple]] and martial weapons, and light shields.
| Barbarian = A barbarian is proficient with all [[Simple Weapons|simple]] and [[Martial Weapons|martial weapons]], and [[Light Shields|light shields]].


A barbarian who is wearing armor of any kind cannot enter a rage or activate rage powers.
A barbarian who is wearing armor of any kind cannot enter a rage or activate rage powers.
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| Bard = A bard is proficient with all [[Simple Weapons|simple weapons]], plus the longsword, rapier, sap, shortsword, shortbow, and whip (only the 'whip', not the exotic whips).  
| Bard = A bard is proficient with all [[Simple Weapons|simple weapons]], plus the longsword, rapier, sap, shortsword, shortbow, and whip (only the 'whip', not the exotic whips).  


Bards are proficient with light armor, bucklers, and light shields.  
Bards are proficient with [[Light Armor|light armor]], and [[Light Shields|light shields]].  


A bard can cast bard spells while wearing light armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spell caster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.  
A bard can cast bard spells while wearing light armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spell caster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.  
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| Brawler = Brawlers are not proficient with any weapons except [[Unarmed Strike (Weapon)|Unarmed Strike]]s, [[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], and the [[Scizore (Weapon)|Scizore]]. The brawler is also proficient with the [[Mace, Light (Weapon)|Light Mace]] (so they can use Rods, like all characters), and may gain proficiency in additional weapons by expending a feat, but the Mace and any other weapons are not subject to their [[#Bare_Knuckles_.28Ex.29|Bare Knuckles]] class feature.
| Brawler = Brawlers are not proficient with any weapons except [[Unarmed Strike (Weapon)|Unarmed Strike]]s, [[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], and the [[Scizore (Weapon)|Scizore]]. The brawler is also proficient with the [[Mace, Light (Weapon)|Light Mace]] (so they can use Rods, like all characters), and may gain proficiency in additional weapons by expending a feat, but the Mace and any other weapons are not subject to their [[#Bare_Knuckles_.28Ex.29|Bare Knuckles]] class feature.


Brawlers are proficient with all light and medium armor, but cannot use shields. When wearing heavy armor, a shield, or carrying a heavy load, brawlers lose many of their best abilities.  So don't do that.
Brawlers are proficient with all [[Light Armor|light ]] and [[Medium Armor|medium armor]], but cannot use shields. When wearing heavy armor, a shield, or carrying a heavy load, brawlers lose many of their best abilities.  So don't do that.


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| Cleric = Clerics are proficient with all [[Simple Weapons|simple weapons]], light armor, medium armor, and light and heavy shields. Clerics are also proficient with the favored weapon of their deity.
| Cleric = Clerics are proficient with all [[Simple Weapons|simple weapons]], [[Light Armor|light armor]], [[Medium Armor|medium armor]], and [[Light Shields|light]] and [[Heavy Shields|heavy shields]]. Clerics are also proficient with the favored weapon of their deity.


| Druid = Druids are proficient with the following weapons: athame, club, dagger, dart, light mace, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
| Druid = Druids are proficient with the following weapons: athame, club, dagger, dart, light mace, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).


Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with light and heavy shields but must use only wooden ones.
Druids are proficient with [[Light Armor|light armor]] and [[Medium Armor|medium armor]] but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with [[Light Shields|light]] and [[Heavy Shields|heavy shields]] but must use only wooden ones.


A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.


| Fighter = A Fighter is proficient with all [[Simple Weapons|simple]] and martial weapons, light armor, medium armor, and heavy armor, and light and heavy shields.
| Fighter = A Fighter is proficient with all [[Simple Weapons|simple]] and [[Martial Weapons|martial weapons]], [[Light Armor|light armor]], [[Medium Armor|medium armor]], and [[Heavy Armor|heavy armor]], and [[Light Shields|light]] and [[Heavy Shields|heavy shields]].


| Monk = Monks are proficient with brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, light mace, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
| Monk = Monks are proficient with [[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], club, crossbow (light or heavy), dagger, handaxe, javelin, kama, light mace, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword.


Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, siangham and temple sword are considered to be special Monk Weapons (see below).
Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, siangham, and temple sword are considered to be special Monk Weapons (see below).
 
Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses the use of many of their abilities.


| Paladin = Paladins are proficient with all [[Simple Weapons|simple]] and martial weapons, with light, medium, and heavy armor, and with all shields (including war shields and tower shields).
| Paladin = Paladins are proficient with all [[Simple Weapons|simple]] and martial weapons, with light, medium, and heavy armor, and with all shields (including war shields and tower shields).
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Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.


If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although [[Concentration]] checks may still be necessary). The metamagic feat [[Still Spell (Feat)|Still Spell]] allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or they are grappling (although [[Concentration]] checks may still be necessary). The metamagic feat [[Still Spell (Feat)|Still Spell]] allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
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Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.


If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although [[Concentration]] checks may still be necessary). The metamagic feat [[Still Spell (Feat)|Still Spell]] allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or they are grappling (although [[Concentration]] checks may still be necessary). The metamagic feat [[Still Spell (Feat)|Still Spell]] allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
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Revision as of 16:23, 13 February 2020

Weapon and Armor Proficiency

This class does not begin with any weapon or armor proficiencies. They enjoy nudity and peaceful conversations over physical combat and the chance of becoming injured.