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Subject:WEAPON GROUP FEATS
Time:09:02 pm
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  Weapon Group Feats                   .

                Weapons are divided in Dungeons and Dragons version 3.5 in many ways, but chiefly among these is that of Simple Weapons, Martial Weapons, and Exotic Weapons for the purposes of determining proficiency.  Advanced D20 divides weapons instead, by group, so that a character may select what types of weapons he or she wishes proficiency with, instead of simply determining by class or complexity of use (this Alternative ruling was presented on pg. 94 of Unearthed Arcana printed by WOTC).

                How They Work

                At character creation for a 1st level character, you class will have a set number of weapon group feat slots, you may use to select any weapon group feats for which you meet the prerequisites.  Most (but not all) character classes will begin with an automatic selection of the basic weapons group, as well as a number of other feats of your choice, from one to five.  The number of weapon groups assigned to each class is listed below:

Advanced D20 weapon Group Feats:

Class

Weapon Group Proficiencies at 1st level

Artisan

Basic Weapons, plus any other one

Aesthetic

Basic Weapons, plus any other three

Channeler

Basic Weapons, plus any other two

Druid

Basic Weapons, plus any other two

Fighter

Basic Weapons, plus any other five

Noble

Basic Weapons, plus any other three

Practitioner

Basic Weapons, plus any other one

Ranger

Basic Weapons, plus any other four

Rogue

Basic Weapons, plus any other three

Sorcerer

Basic Weapons, plus any other two

Unfettered

Basic Weapons, plus any other four

Warmain

Basic Weapons, plus any other five

Dungeons and Dragons version 3.5 weapon group feats:

Class

Weapon Group Proficiencies at 1st level

Barbarian

Basic Weapons, plus any other three

Bard

Basic Weapons, plus any other two

Cleric

Basic Weapons, plus any other two

Druid

Basic Weapons, plus spears or Druid Weapons**

Fighter*

Basic Weapons, plus any other four

Monk

Basic Weapons, plus any other one

Paladin

Basic Weapons, plus any other three

Ranger

Basic Weapons, plus any other three

Rogue

Basic Weapons, plus any other two

Sorcerer

Basic Weapons, plus either spears or crossbows

Wizard

Basic Weapons or Crossbows

                *Add Weapon Group (Any) to the fighter’s list of bonus feats

                When a character has a Weapon Group Feat he or she is proficient with all weapons listed in that feat.  That group of weapons is called a Weapon Group.  The Individual weapon groups however, each have a smaller list, of associated Exotic Weapons.  When a character takes either the Exotic Weapon Group feat, or the Exotic Double Weapon Group Feat, he gains proficiency with all such weapons associated with any weapon groups he currently has proficiency with.  Thereafter, whenever the character takes another Weapon Group Feat, he gains proficiency with all associated exotic or Exotic double weapons for that feat

                Some Characters may also take additional weapon focused feat, such as Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Epic Weapon Focus, Epic Weapon Specialization, Weapon Supremacy, or similar feats.  Whenever that character takes such a feat, he selects one weapon group with which he has proficiency, and the bonuses of said feat apply to all weapons of that group.  As listed under the feat description, whenever he takes said feat an additional time, he or she must select a different weapon group for the bonus to apply to, and he cannot select the same weapon group twice for any of the previously listed feats.

                Creating News Weapon Groups

                As you design a campaign or character, you may want to create new weapon groups based on different themes.  Possible themes include cultural, racial, or other campaign-world specific ideas.  For example, you may want too create a new weapon group proficiency feat called Weapon Group (Mountain Orks) that is only available to Orks of a specific kind or from a specific geographical area of the campaign.  Because these orks are well known for there use of heavy steel weapons in one hand, this feat grants proficiency with the battleaxe, longsword, warhammer, and Morningstar, making it easier for these Orks to learn there races preferred fighting technique.

                When creating a new Weapon Group, you should limit each weapon group to three or fewer simplistic weapons of a rudimentary nature, and one to three weapons of a more complex nature (simple and martial).  The Weapon Group Proficiency feats described below may be used as a template for such measurements.

                WEAPON GROUP FEATS:

                Following are the Weapon Group proficiency feats available to characters.  They are presented in the normal format for feats.

Weapon Group (Axes)

     You understand how to use axe-like weapons.

                Benefit:  You make attack rolls with the following weapons normally:  Hand Axe, Battle Axe, Hafted Axe, Bearded Axe (2-hand), and Throwing Axe (melee).

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Basic Weapons)

     You understand how to use the most rudimentary of weapons.

                Benefit:  You make attack rolls with the following weapons normally:  Cudgel, Quarterstaff, Short-Spear, and Dagger.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Bows)

     You understand how to use Bow Weapons

                Benefit:  You make attack rolls with the following weapons normally:  Short-Bows, Long-Bows.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Chain Weapons)

     You understand how to use flexible and chain-like weapons

                Benefit:  You make attack rolls with the following weapons normally:  Light Flail, Heavy Flail, Sap, Weighted Chain.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Clubs and maces)

     You understand how to use primitive bludgeoning weapons.

                Benefit:  You make attack rolls with the following weapons normally:  Cudgel, Great-Club, Light Mace, Heavy Mace, Morningstar.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Crossbows)

     You understand how to use the shoulder-braced crossbows.

                Benefit:  You make attack rolls with the following weapons normally:  light crossbow, heavy crossbow.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Exotic Weapons)

     You understand how to use the exotic weapons associated with the weapon groups you have mastered

                Prerequisite:  Base Attack Bonus +1

                Benefit:  When you take this feat, you gain proficiency in the exotic weapons associated with the weapon groups that you already know how to use.  Whenever you take a weapon group proficiency feat, you also gain proficiency in the exotic weapons(but not there exotic double weapons) associated with that group.

                Axes:  Bearded Axe (1-Hand)

                Bows:  Greatbow

                Chain Weapons:  Whip

                Crossbows:  Great Crossbow

                Hammers:  Heavy Warhammer (1-hand)

                Heavy Blades:  Hand-and-a-half sword (1-hand), Full Blade

                Light Blades:  Long Knife

                Spears and Lances:  Pike

                Thrown Weapons:  Net, Grenade-like weapons

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Fencing Blades)

     You understand how to use the lightweight narrow blades of the duelist.

                Benefit:  You make attack rolls with the following weapons normally:  Rapier, Scimitar, Saber, Smallsword.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Hammers)

     You understand how to use hammer-like weapons

                Benefit:  You make attack rolls with the following weapons normally:  light warhammer, heavy warhammer (2-hand), maul.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Heavy Blades)

     You understand how to use the heavier bladed weapons

                Benefit:  You make attack rolls with the following weapons normally: Longsword, Greatsword, Hand-and-a-Half Sword (2-hand), Falchion.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Light Blades)

     You understand how to use smaller, lighter bladed weapons.

                Benefit:  You make attack rolls with the following weapons normally:  Dagger, Dirk, Shortsword.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Polearms)

     You understand how to use the longer hafted weapons.

                Benefit:  You make attack rolls with the following weapons normally:  Bill, Guisarme, Halberd, Poleaxe, Ranseur.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Spears and Lances)

     You understand how to use hafted thrusting weapons.

                Benefit:  You make attack rolls with the following weapons normally:  Short-Spear, Spear, LongSpear, Boar Spear, Heavy Lance, Tourney Lance.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.

Weapon Group (Thrown Weapons)

     You understand how to use lighter throwing weapons.

                Benefit:  You make attack rolls with the following weapons normally:  Dagger (thrown only), Throwing axe (thrown only), Bolas, Dart, Javelin.

                Normal:  When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.


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raion
Link:(Link)
Time:2007-05-03 02:10 pm (UTC)
I like weapon groups, but I already knew that..
no real problem here. turns out Joram is working off four groups anyway.. spears/lances, bows, heavy blades, exotics.
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artemissgk
Link:(Link)
Time:2007-05-03 05:07 pm (UTC)
well bitching for convenience. when I introduce them... this weekend, i a, going to make special allowances too make sure no one loses proficiency with equipment they already possess and use... no biggie, but it WILL limit certain things. like fighters being able too pick up any old weapon and being all like... beat-down. I like weapon group feats, too. very low key, not really that big a change, but solid. I would have too say they are probably one of WOTC's better system conversion. my hat is off to the fellow that came up with this idea.
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[icon] WEAPON GROUP FEATS - Musings of Mine
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