Proficiency

Weapon Group Proficiency:

You understand how to use all of that group in combat.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls, this penalty increases every 10 levels by another -4

Special: Weapon Groups are granted by classes only.

Special2: Red weapons deal Physical Striking Damage, Blue weapons Deal damage over range,

Yellow weapons are related to magic use, weapons with multiple colors are hybrids.

Knife, Quarterstaff, Handgun, Kunai, Shuriken, Cane

Limited PA use: Knife[Daggers], Quarterstaff[Double Sabers] Handgun[TMG] (Kunai and Shuriken have unique Photon arts native to them]

Bastard Sword, Great Sword, Nodachi, Odachi, etc

Uses Sword Photon Arts.

Shotguns, Assault Rifles and Sniper Rifles

Allows use of Rifle technique arts.

Rod,

Allows use of Rod technique arts.

Katana, Tachi, Wakizashi

Uses Katana Photon Arts.

Shotguns, Spread Needles

Uses Assorted Photon arts.

Wand,

Allows use of Wand technique arts.

Partisans, glaives, etc

Use Partisan Photon Arts

Crossbow, Bow

Uses Bow Photon Arts.

Talis,

Allows use of Talis technique arts.

Harigane, Wired Lance, Whip Dagger,

Chainsword, Spiked Chain, etc

Uses Wired Lance Photon Arts

Heavy Machine Guns, Machine Guns

and Sub-machine Guns

Uses TMG Photon arts.

Tomes,

Unique mechanics

Long Daggers, Short Swords, Tanto, Kodachi

Uses Dagger Photon arts

Launchers, Buster Piles and Siege Weapons

Uses Siege Photon arts.

Orbs.

Remote Casting Ability

Uses Double Saber photon arts.

Two Weapons fall into this group

the gunslash and the gunblade

Uses hybrid blade Photon arts.

Gunblades are TMG / Twin dagger style hybrids

and as such can use some of the Arts from those groups.

Gunslash however is a Sword / Rifle combination

and as such can use some of the Arts from those groups.

Jet Boots, Jet Packs

Uses Magitek Photon Arts.

Battle Knuckles, Claws,

Heavy Claws [Special Restrictions]

Uses Brute Photon arts.

Longsword,Scimitar, cutlass, etc

Uses SpellBlade Photon Arts.

Tacts, Celestial Gate Keys, Soul Crystals/gems, Contracts, Containment Technology.

Allows use of Summons & their Attacks

[Restricted]

Exotic Weapon Proficiency [Singular]

Choose one type of exotic weapon

You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Prerequisite: Base attack bonus +1.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a Exotic weapon with which he is not proficient takes a –8 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times.

Each time you take the Proficiency, it applies to a new type of exotic weapon.

You cannot take exotic weapons as a weapon group; instead, you must select the Exotic Weapon with a Proficiency or consume a feat slot to gain proficiency with a specific exotic weapon, you can also consume a feat slot to add a single weapon from a weapon group you do not possess.

Examples: Vibro Weapons, Bat'leth, Nanopulse, Chakram, Slashers, Blitzballs

Armor Proficiency [Light]

You are proficient with light armor (see Armor).

Benefit:

When you wear a type of armor with which you are proficient,

the armor check penalty applies only to Acrobatics, Climb,

Escape Artist, Stealth, Sleight of Hand, and Swim checks.

Normal:

A character who wears armor with which she is not proficient takes

an armor check penalty on attack rolls and on all skill checks that

involve moving, including Ride and Pilot.

Armor Proficiency [Medium]

You are proficient with medium armor (see Armor).

Prerequisite: Armor Proficiency (light)

Benefit: See Armor Proficiency (light)

Normal: See Armor Proficiency (light)

Armor Proficiency [Heavy]

You are proficient with heavy armor (see Armor).

Prerequisite: Armor Proficiency (light), Armor Proficiency (medium).

Benefit: See Armor Proficiency (light)

Normal: See Armor Proficiency (light)

Armor Proficiency [Powered -Servo]

You understand how to fully utilize the various features of Servo-augmented Power armor. [Example: starcraft's Terran Marine suit]

Prerequisite: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy)

Benefit: See Armor Proficiency (light)

Normal: See Armor Proficiency (light). In addition, a character who wears powered armor without this Proficiency does not receive any bonuses to ability checks or skill checks provided by the technology integrated into it.

Armor Proficiency [Powered -FormFitting]

You understand how to fully utilize the various features of Formfitting powered armor. [Example: starcraft's Terran ghost suit]

Prerequisite: Armor Proficiency (light), Armor Proficiency (medium)

Benefit: See Armor Proficiency (light)

Normal: See Armor Proficiency (light). In addition, a character who wears powered armor without this Proficiency does not receive any bonuses to ability checks or skill checks provided by the technology integrated into it.

Armor Proficiency [Phononic Enhancement]

Allows the Use of Phononic Armor and clothing to work in sync with ARKs shield generator units.

Phononic clothing and armor use one of the feats listed above plus this talent.

Prerequisite: Armor Proficiency (Powered-Servo) OR Armor Proficiency (Powered -FormFitting)

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Armor Proficiency [Familiarity Enhancement]

You are accustomed to wearing a particular suit or type of armor and are less hindered by it due to experience.

Prerequisite: Proficient with the specific armor

Benefit: When wearing a single type of armor, such as padded battle armor,

all armor check penalties are reduced by 1 and your maximum Dexterity bonus to Defense increases by 1.

Special: You can gain this Proficiency multiple times. Its effects do not stack.

Each time you take this Proficiency enhancer, it applies to a different type of armor, Players can choose to sacrifice a feat or talent slot for Armor Familiarity.

Holtzman Proficiency [Personal Shield Generator]

You are proficient with using the Holtzman shield in combat.

Benefit:

You can use a Holtzman energy shield and take only the standard penalties. In addition, you may activate a Holtzman personal shield as a free action.

Normal:

When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

Unit Proficiency [ARKs Shield Generator]

You are proficient with using the ARKs shield Units in combat.

Prerequisites: Proficiency with all other Shield technologies.

Special:Cannot Possess Chakra Coils Disorder Defect or be Cursed to be unable to use Chakra by a deity [Same thing really]

Benefit:

You can use a Single ARKs energy shield and take only the standard penalties.

Normal:

ARKs Shield units cannot be Equipped without the proper training.