Date:         Mon, 25 Jan 1993 12:10:48 PST
From: The Grim Reaper <scythe@U.WASHINGTON.EDU>
Subject:      ADND-L: Improving Weapon Spec


FIGHTER KIT: WEAPON SPECIALIST

As the name implies, the weapon specialist is someone who
has devoted a great deal of of time to practicing with one
weapon.  (Not one >specific< weapon, just one weapon, such as
a long sword.)  Because of this special training, the weapon
specialist receives bonuses and penalties as seen below-

Requirements: A weapon specialist must have a minimum dexterity
of 14, a minimum intelligence of 12, and a minimum strength of 14.
Any race that can be a fighter can be a weapon specialist.

Special Abilities:
The weapon specialist first of all receives one additional weapon
proficiency slot at first level.  This must be used to specialize
in his "weapon of choice".  His weapon of choice must be a melee weapon,
and must be one common to the area.  If the GM rules that a katana cannot
be found in the desert, then a character cannot become a weapon specialist
with the katana.  In addition, each time he gains a proficiency
slot, he may devote it to increasing his skill with that weapon.
Each time be puts a slot into that weapon, beyond the initial specialization,
he receives two skill points.  Each skill point put into an ability (such as
AC, hitroll, damage roll, etc) improves his skill as seen in the chart below.

 (Note-He can only get base specialization at first level.  He may not
 increase his skill above base specialization with bonus slots from
 intelligence.  After first level he can put the slots towards his chosen
 weapon (At 3rd, 6th, 9th...)

 # of
 Skill
 Points|  AC  |To Hit|To Dam|# Attk|Special Manuv.
------------------------------------------------------------------------
    1  |  +1  |  +2  |  +3  | +0.5 |  penalties reduced to -3 or 5% bonus
    2  |  +2  |  +3  |  +4  | +0   |  penalties reduced to -2 or 10% bonus
    3  |  +3  |  +4  |  +5  | +0.5 |  penalties reduced to -1 or 15% bonus
    4  |  +4  |  +5  |  +6  | +0   |  penalties reduced to 0 or 20% bonus
    5  |  +5  |  +7  |  +7  | +0.5 |  +1 to hit bonus or 25% bonus

To Hit=Bonus to hit with weapon
AC=AC bonus in combat when using weapon (parrying)
To Dam=Bonus to damage with weapon
# Attk=Increased number of attacks per round with weapon

Alright, this is a little (just a little?) confusing, so I'll try and
explain the chart a bit.  The number of skill points is how many
points need to be put in to that specific skill.  For instance, Harred the
Dwarf is a weapon specialist with battle axe.  He has
put two slots into battle axe (for proficiency and base specialization),
and then at third level devotes on more to battle axe.  He chooses to improve
his damage and number of attacks.  His damage roll increases by one skill
level, and his rate of attacks increases by one skill level (SL).
He is now at SL 0 in hit roll (+1 to hit [from base
specialization]), SL 1 in damage roll (+3), SL 0 in AC (+0),
and SL 1 in attacks (2/1 attacks per round until he is 7th level).
In addition, depending on your total number of skill points, you will
be more skill with special manuvers with that weapon.  This increased
skill with manuvers gives you a bonus as shown on the above chart.
The bonus is either in the form of a percent bonus (such as entanglement
with a whip), or by reducing the hit roll penalty.  Note that the hit roll
penalty reduction should apply to called shots, parries, disarms, etc.  So,
to continue the example, if Harred wishes to disarm a goblin with his axe,
he has only a -3 penalty to the attack roll, instead of a -4, because he
has 2 total skill points.  Next time he gains a weapon proficiency,
Harred puts it into axe again.  This time, he puts skill points into AC
and into damage.  He now is SL 0 in hitroll, SL 3 in damage, SL 1 in attacks
and SL 1 in AC, all only when using the axe.  He is also only at -2
when trying to disarm that goblin (he has 4 total skill points,
and so is at level two for special manuvers).
NOTE: Notice that not every skill level increase gives an increased number
of attacks.  However, to attain each level all levels before it must be
attained.  So to get a total bonus of one attack per round, you must buy
skill levels one, two, and three.

        In addition, the weapon specialist may determine the quality
(excellent, poor, good, etc) of weapon of his chosen type (any long sword,
any dagger) merely by examining it for a turn or so.  He can also
determine the plusses of any weapon of his chosen type once he has
used it in combat.

Disadvantages:
The weapon specialist must spend extra time practicing with his
weapon of choice.  This is equal to his half his level in hours per week
(rounded up).  If he fails to do this, he loses one level in every category
until he can practice again.  The major disadvantage of the weapon
specialist is that he is so specific in his studies.  He receives a minus to
hit, ranging from -1 to -4 when using any weapon other than his chosen type
(GM's discretion for penalty, depending on how different the weapon is from
the character's chosen weapon).  If Harred were to use a sling against
that ogre chasing him, he'd be at -4 to hit, minus another two since
he's not proficient, for a total of -6.  If it were a hand axe however,
he'd only be at -1 to hit, and he's proficient, so it's still only a -1
to hit.  Weapon specialists can use armor of AC 7 or less without penalty.
For every point of AC better than 7, they drop one skill level in *every*
category.  For instance, if Harred wears armor of AC 6, he would drop to SL 0
in hitroll (can't go any lower), SL 2 in damage roll, SL 0 in AC, and SL 0
in attacks.  His skill with special manuvers also decreases by one level for
every point of AC better than 7.

Wealth Options:
The weapon specialist starts with 1d10x10 gold, plus his chosen weapon.
If his chosen weapon is two handed, he may not ever buy or use a shield.
He may also not buy more than one weapon, not counting his chosen one,
when he is first created.  Later he can buy weapons normally.

Note:  Yes, this kit has the potential to be powerful.  But, at the least,
       it should help turn situations like this:
        GM: He hits you with his dagger.  You take... 3 points of damage.
    Player: <doesn't even blink>
            into
        GM: He hits you with his dagger.  You take 10 points of damage,
            and your long sword flies from your limp fingers.
    Player: <gulp>

