'FAVOURED WEAPONS'
Syntax: automatic
Depending on their race, warriors have special affinities toward certain
weapons due to physical compatibility, cultural familiarity, and innate
talent. Warriors can wield these FAVOURED WEAPONS with increased hitroll
or damroll. For instance, a favoured bonus of +0/+5 would allow a warrior
to wield a normally +3/+3 weapon as a +3/+5 weapon instead.
(Note: a "+3/+5" weapon has +3 bonus to hitroll, +5 bonus to damroll.)
A warrior's bonuses in his FAVOURED WEAPONS increases with his level and
with his proficiency in the LORE skill. Maximum bonuses can be reached at
the highest guild level (50) and with fully mastered LORE.
AVIAN:
Being light and compact while still offering substantial reach, whips are
favored by avian warriors as a means of keeping their prey at a safe distance
as they strike from above, although the precision of the winged warriors as
swordsmen in close combat is renowned.
Max: primary whip (+0/+7), offhand whip (+0/+7), primary sword (+6/+0)
DROW:
Centuries of bloody intrigue have honed the daggerwork of drow warriors into
an art, as well as training them to inflict the unique pain of a well-wielded
flail that holds an honored place in their dark culture.
Max: primary dagger (+0/+8), offhand dagger (+4/+6), primary flail (+3/+6)
DUERGAR:
Whether it's the segmented, armor-crushing torque of a heavy flail, the axe-
wielding legacy inherited from their surface cousins, or a perpetually ready
dagger against the treacherous illithid and drow, duergar warriors have
evolved affinity in a variety of weapons to survive their environment.
Max: primary flail (+0/+7), primary axe (+4/+5), offhand dagger (+5/+3)
DWARF:
It should come as little surprise to anyone who has ever met a dwarf that the
finest warriors among their kind are unmatched in Serin for their ferocity
and skill with axes of all shapes and sizes.
Max: primary axe (+0/+7), offhand axe (+3/+5), twohand axe (+3/+7)
ELF:
Among non-elves, the accuracy and prowess of elves with bows are the stuff of
legends, and many a tavern song has been sung about the blinding speed of
elven swordsmen as well.
Max: bow (+8/+8), primary sword (+7/+0), offhand sword (+6/+0)
GIANTS (ALL):
Barely civilized, giant warriors prefer the crude heft of maces to make the
most of their lumbering height and bulk, although those with more finesse
also utilize the huge reach and brutal slashing power of polearms as well.
Max: primary mace (+4/+6), offhand mace (+3/+5), polearm (+6/+6)
GNOME:
Of all the weapons, disciplined training with the manageably-balanced staff
is most utilized by gnomes to compensate for gnomish disadvantages in size,
agility, and strength, although gnome warriors devote much practice to light
and readily-available daggers and exotic weapons for defense as well.
Max: staff (+10/+4), primary exotic (+7/+0), primary dagger (+7/+0)
HALF-ELF:
Unique among the races, half-elven warriors are blessed with both the
adaptability and skilled hands of humans along with the deftness and astute
understanding of elves, combining the best traits together into a special
talent for using any weapon as a favoured weapon.
Max: any primary (+4/+4), any offhand (+3/+3), any twohand (+5/+5)
HALFLING:
Quick and surprisingly effective with exotic weapons such as slings, halfling
warriors have developed this natural aptitude into true martial potency,
though a staff is preferred for more traditional close combat.
Max: primary exotic (+6/+5), offhand exotic (+5/+4), staff (+7/+4)
HUMAN:
The dominant race in Serin, polearm-armed phalanxes of pikemen and halberd-
wielding man-at-arms compose the backbone of the armies supporting human
cities and nations, while spear-equipped human hunters contest the frontiers
and untamed human barbarians inspire fear with their massive greatswords.
Max: polearm (+3/+10), primary spear (+3/+6), twohand sword (+3/+6)
MINOTAUR:
A minotaur's axe is like an extension of himself. As such, minotaur warriors
have a special affinity for these implements of war. An axe in a minotaur's
is something to be feared.
Max: primary axe (+2/+4), offhand axe (+0/+4), twohand axe (+4/+4)
SLITH:
Useful for both hunting and combat, the easily-crafted spear is the preferred
weapon among the lizardfolk for its proven usefulness against the agile and
mostly unarmored targets found in the sliths' native habitat.
Max: primary spear (+6/+4), offhand spear (+4/+4), twohand spear (+7/+4)
TREANT:
While often considered naturally passive beings, these tree-like entities
find favor in the familiarity of weaponry that is often forged by the limbs
and branches of slain relatives. Their fervent love of their own engages a
proficiency and determination that unlocks a more advanced level of
understanding of that which is natural to them: stability and balance.
Max: primary mace (+6/+4), primary exotic (+4/+6), staff (+6/+6)
JAGAR:
The Jagar favor the weapons of their jungle-based ancestors.
Max: primary spear (+6/+3), twohand sword (+6/+3), offhand axe (+6/+3)
* NOTE: Weapons that cannot be enchanted (i.e. "noenchant") will prevent a
warrior from applying any FAVOURED WEAPON bonuses for wielding that weapon.
11.5.4.
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