Re: Cidri's Got Talent!
My revised weapon talents (excluding unusual weapons)...
IQ 7 Weapon Talents
CLUB / STAFF (1)
Covers the sap, batons, escrima sticks as well as the quarterstaff and more primitive blunt weapons (at the GM's discretion, this talent may be selected by IQ 6 characters).
LIGHT BLADE (1)
Covers daggers, knives, kukri, the shortsword, rapiers and sabers. Also covers small one-handed blades sized for Halflings and Goblins.
HEAVY BLADE (1)
Covers all one or two-handed sword-style weapons the size of broadswords or larger.
AXE / PICK (1)
Covers hatchets, axes of all sizes, kama, military picks and sickles (at the GM's discretion, this talent may be selected by IQ 6 characters).
HAMMER / MACE (1)
Covers light and heavy mace, morningstars, one and two-handed war hammers, mauls and flails.
SPEAR (1)
Covers javelins, short and long spears, pilum, yari, tridents, etc. (at the GM's discretion, this talent may be selected by IQ 6 characters).
CROSSBOW (1)
Covers hand, light and heavy crossbows as well as the prodd (shoots pellets). Also includes operational understanding of crannequins.
SLING (1)
Ability to use all hunting and war slings.
IQ 8 Weapon Talents
BOW / BOWYER (2)
Covers the use of bows of all sizes as well as fletching.
CHAIN / WHIP (1)
Covers long and short chain weapons, weighted rope, whips and other flexible weapons (flying guillotine!). Grants access to special trip and entanglement attacks.
POLE-ARMS (1)
Covers halberds, glaives, naginata, the pike and pike-axe (and the cavalry lance, but the character must also have EXPERT HORSEMANSHIP to use properly).
Prerequisites: CLUB / STAFF, AXE / PICK or SPEAR
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos
Last edited by TippetsTX; 08-08-2021 at 03:50 PM.
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