Weapon Proficiencies

At creation a player may select from the Weapon proficiencies  and Armor types listed below. 
Note: See Light Crossbow below.

Clerics 

Kostrin Cleric  2 Weapons
Weapon selection: 
Mace (Bar), Club Heavy, Club Light (Throwing) Chain Flail, Maul, Hammer,  Hammer (Throwing), Staff
Armor:  Any

Balan Cleric    2 Weapons
Weapon selection: Axe, Kiliga (Scimitar), Mace, Flail, Club, Hammer, Staff, Dagger
Armor:  Any

Druid    2 Weapons
Weapon selection:  Club, Dagger, Dart, Hammer, Sling, Spear, Staff, Falcon
Armor: Leather,  Padded, Arming Doublet, Gambeson, Wooden Shield

Fighter:  4 Weapons
Weapon selection: Any
Armor: Any

Ranger:  3 Weapons
Weapon selection: Any
Armor: Any

Magic User:   1 Weapon
Weapon selection: Club (Walking stick/Rod),  Dagger, Dart, Staff
Armor: Arming Doublet, Gambeson, Padded, leather helm/cap, Arming cap/hood

Thief:           2 Weapons
Weapon selection: Club, Crossbow, Dagger, Dart, Short Bow, Sling, Sword (Broad, Long, Short any style)
Armor: Leather, Arming Doublet, Gambeson, Padded, leather helm/cap, Arming cap/hood

Adding Proficiency and Non Proficiency Penalty

Clerics              1 per 4 levels     -3 to hit
Druids              1 per 5 levels      -4 to hit
Fighter             1 per 3 levels     -2 to hit
Ranger             1 per 3 levels     -2 to hit
Magic User      1 per 6 levels     -5 to hit
Thief                1 per 4 levels     -3 to hit

 

Other Weapon Proficiencies
Most of these are available as an optional weapon proficiency or ability for Fighters and, in some cases Rangers, ONLY.

Mounted Combat
A Fighter or Ranger may select this as one of his/her weapon proficiencies.  It allows the character to attack and defend normally while on horseback.  A character who lacks this proficiency and who attempts to fight from horseback, is at -5 to hit and AC is degraded by 3.

Heavy Weapons
Fighters ONLY. may select any one (per specialization) to build, maintain and operate.
Catapult
Trebuchet
Ballista

Berserker Rage
A Fighter (only) may ‘spend’ two weapon proficiency slots for this ability. This MUST be selected at character creation or at such time as the character becomes a fighter.  It IS NOT available to Rangers or any other class.
In melee combat, the fighter may elect to rage for a number of rounds equal to his or her Constitution divided by 3 (rounded down). This has the effect of adding +2 “to hit,” and +2 to the damage they do. Simultaneously, the fighter goes into All Out Attack mode in combat with2 attacks per round BUT has no AC bonuses for shield or high Dexterity, and no defensive actions for the same amount of time. The berserk fighter cannot pause to drink a potion, accept healing from another character, change weapons, talk with anyone, or basically do anything other then attack!
The fighter cannot end this berserk rage until either the fight is over, or the Constitution time limit is reached, whichever comes first. If the combat continues after the fighter’s berserk rage ends due to the Constitution time limit, the fighter is severely fatigued, and their Strength is
effectively halved (rounding down) until he or she can rest for at least one turn (10 minutes.) In addition, the character is at a further -2 “to hit” and damage for the duration of the fight.
If the fight ends BEFORE the rage ends, the fighter must make an Intelligence Roll at +2 (Roll LESS or EQUAL) to come out of the rage.  On a failure the rage continues and the fighter will attack ANYONE in reach of his or her weapon!  This can include friends and allies.  The fighter will NOT seek out targets, but only attack those within reach.  If no one is within reach the fighter will continue to hack at his last ‘kill’ until the rage ends.
The character can use this ability up to three times a day, but not until he or she completely rested for at least an hour (60 minutes) between each use.  The Berserker Rage may not be used with any missile weapons.
NOTE: Characters that are Gallenic ‘Barbarians’ only spend one weapon proficiency slot for this ability.

 

Light Crossbows

The Light Crossbow is a very simple weapon and can be used by ANY CLASS that does not have a restriction on missile weapons or drawing blood (clerics.)  It DOES NOT require a weapon proficiency to use!  It only requires instruction from anyone already able to use one and about an hours practice.  Shooting without that practice will cause penalties to hit until the character spends an hour practicing.
An hour’s practice is equal to 30 shots with the crossbow.  The first 10 are at -3  The second 10 at -2  The third 10 at -1.  Thereafter shots are made with no penalty.  If a character picks up a light crossbow and begins using it without the training, the same penalties and count will apply until the character has used it 30 times.