User:Spazalicious Chaos/The Book of Frenzied Warfare (3.5e Sourcebook)/Character Options

To help take advantage of the updated combat system, below are new options as well as updated options to keep relevancy. Items that share the same name as SRD items use the rules listed in this chapter, superceding the existing SRD material.

Weapons
Weapons are very much unchanged, but with new categories and a new rule for ranged attacks. The weapons automatically miss targets inside their minimum range.
 * Minimum Range: Direct and indirect fire are bullshit categories and no longer exist. Bows and Crossbows do not fire lasers that go in perfectly straight lines, arrows and stones are affected by gravity and feel the same pull your character feels. Hell, high school freshmen in physics even know that if you want something to go as far as possible, you launch it in a 45° angle, letting it follow a parabolic path. Instead, we have a minimum range at which a weapon can be used effectively, as per below:
 * 1) Grapple/Same Space: Crossbows, Wands, Scrolls, most spells
 * 2) Adjacent: Bows, all thrown weapons, slings
 * 3) Short (1d4+1 feet): Light Bombard, Ballistaes
 * 4) Medium (2d4+5 feet): Heavy Bombard, Light Catapult
 * 5) Long (4d4+10 feet): Heavy Catapult
 * Massive Weapons: Heads up, would-be seige engineers. Tired of wasting skill point on a profession skill that only turnas up once a campaign? Now you don't have to, bacause seige weapons now are operated by normal attacks. These babies come in three sizes, all staged past two-handed weapons:
 * 1) Heavy- While still light enough to be carried around, heavy weapons have no chance of being used unless supported by a source beyond the character using the weapon, like resting it on the torch bearers shoulders or a tripod. Using a heavy weapon incurs a -2 to attack rolls, which is cumulative with the non-proficiency penalty. The Ballista is a heavy weapon.
 * 2) Massive- Massive weapons are too big to carry around on one person, and thus need a wagon or something that can haul huge loads. While only one person does the aiming and firing, Massive weapons need a crew of people to assist in load and moving the weapon. Using a Massive weapon incurs a -4 penalty to attack rolls, which is cumulative with the non-proficiency penalty. The Light Catapult and Light Bombard are Massive weapons.
 * 3) Super Massive- Super massive weapons are often stationary and can not be moved, though a significantly large team of the heaviest draft animals in fantasy can move a specially outfitted Super Massive weapon from battle to battle. While only one person aims and attacks with the weapon itself, these weapons require a huge crew to assist in all aspects of the attack, from reloading to attacking. Using a Super Massive weapon incurs a -8 penalty to attack rolls, which is cumulative with the non-proficiency penalty. Heavy Catapults, Heavy Bombards, Firespouts and Rams are Super Massive weapons.

Skills
This book introduces a new set of skills that replaces the Weapon Focus feat tree- Weapon Skills. Weapons each have an associated skill with this variant, which one may put ranks into. One may possess ranks in a weapon skill as per a normal skill, but with the following limits:
 * Total Weapon Skill ranks may not exceed Base Attack Bonus x2
 * Individual Weapons Skills have a rank cap of Base Attack Bonus +3

These skill are typeless, much like Speak Language, and are therefore unmodified by ability. Weapons that a given class is proficient are considered class skills for buying ranks, while non-proficient weapons are consdiered cross-class skills. For every 4 ranks in a Weapons Skill, the character gains a +1 bonus on attack and damage rolls.

Feats
This section will divide feats according to the relevant section of combat they are associated with. If a feat shares a name with an SRD feat, the feat listed below superceeds the SRD when implementing the Frenzied Warfare combat system. Let's begin.