Tweak RPG/Feats/Weapons

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Weapon Proficiencies are handled through the use of Weapon groups. Each character automatically gains a number of weapon groups based on their class, and additional weapon groups may be purchased as feats.

Some combat related feats pertain to a specific weapon, or require proficiency with a certain weapon. Those feats apply to individual weapons and not weapon groups as a whole unless the feat specifically states otherwise. For instance, weapon focus applies to a specific type of weapon, and not a weapon group. Weapon finesse on the other hand lists the weapons/types of weapons that it applies to, so this is a non-issue.

For the purpose of these feats, if a weapon is part of a weapon group that the character is proficient with, then the character is proficient with that weapon.

Contents

[edit] Weapon Proficiency

Weapon proficiency represents a characters familiarity with and understanding of a specific weapon. The benefit of weapon proficiency is simple. If a character is not proficient with a weapon they can not use it effectively. Using a weapon that you are not proficient with incurs a -4 penalty to attack rolls made with the non-proficient weapon.


[edit] Weapon Groups

[edit] Weapon Group (Axes)

You understand how to use axes and axelike weapons.

handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).

[edit] Weapon Group (Basic Weapons)

You understand how to use a few basic weapons.

club, dagger, and quarterstaff.


[edit] Weapon Group (Bows)

You understand how to use bows.

shortbow, longbow, composite shortbow, and composite longbow.


[edit] Weapon Group (Claw Weapons)

You understand how to use weapons strapped to the hands.

punching dagger, spiked gauntlet.


[edit] Weapon Group (Crossbows)

You understand how to use crossbows.

heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.

[edit] Weapon Group (Druid Weapons)

You understand how to use weapons favored by druids.

club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.


[edit] Weapon Group (Flails and Chains)

You understand how to use flails and chain weapons.

light flail and heavy flail.

[edit] Weapon Group (Heavy Blades)

You understand how to use large bladed weapons.

longsword, greatsword, falchion, scimitar, and bastard sword (two-handed use).


[edit] Weapon Group (Light Blades)

You understand how to use light bladed weapons.

dagger, punching dagger, rapier, and short sword.


[edit] Weapon Group (Maces and Clubs)

You understand how to use maces and clubs. Benefit You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, quarterstaff, and sap.


[edit] Weapon Group (Monk Weapons)

  • Prerequisite: Improved Unarmed Strike.

You understand how to use weapons normally favored by monks.

kama, nunchaku, quarterstaff, sai, shuriken, and siangham.


[edit] Weapon Group (Picks and Hammers)

You understand how to use picks and hammers.

light pick, heavy pick, light hammer, warhammer, and scythe.

[edit] Weapon Group (Polearms)

You understand how to use polearms.

glaive, guisarme, halberd, and ranseur.


[edit] Weapon Group (Slings and Thrown Weapons)

You understand how to use slings and handheld thrown weapons.

dart and sling.


[edit] Weapon Group (Spears and Lances)

You understand how to use spears and javelins.

javelin, lance, longspear, shortspear, and trident.

[edit] Exotic Weapons

Some weapons count as Exotic. This means that they are from another place, or are extremely unusual in nature. Learning to use an exotic weapon requires as much training as any other weapon except that there is less overlap in the skills involved.

Becoming proficient with the use of an exotic weapon requires a skill slot, and is often listed as 'Exotic Weapon (weapon name)'.


Exotic Weapon Proficiency is a feat that can be taken multiple times. Each time it is taken, the player chooses a different weapon for their character to become proficient with.

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