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Weapons / Weapons

Weapon Groups by Class

Weapon group choices shall replace the discrete assignments of automatic weapon familiarity by class. All classes, including Wizard (a change from the base rule in Unearthed Arcana), receive the Basic group, consisting of club, dagger and quarterstaff, and the following number of groups:

  • Barbarian: 3
  • Bard: 2
  • Cleric: 2
  • Druid: druidic or spears
  • Fighter: 4
  • Monk: 1
  • Paladin: 3
  • Ranger: 3
  • Rogue: 2
  • Sorceror: Spears, or Crossbows
  • Wizard: Slings and Thrown, or Crossbows

Free Weapon Groups by Race

Some races gain free weapon proficiencies or are innately familiar with particular exotic weapons, usually those woven into racial heritage and upbringing. Those proficiencies are on top of those granted via Groups.

Weapon Groups

  • Axes
  • Blades, Heavy
  • Blades, Light
  • Bows
  • Claw
  • Crossbows
  • Druidic Weapons
  • Exotic Weapons
  • Flails and Chains
  • Maces and Clubs
  • Monk Weapons
  • Picks and Hammers
  • Polearms
  • Slings and Thrown
  • Spears and Lances

Gaining Weapon Groups

As presently written, the rule allows the addition of a new Weapon Group proficiency through a feat alone. Feats are infrequent, and the addition of only weapon familiarity seems a heavy cost. Consequently, I propose the spending of skill points, based on class, to allow learned familiarity to a new group of weapons.

  • Fighter, paladin, ranger, barbarian: 1 point
  • Monk, rogue: 2 points
  • Cleric, druid, bard: 3 points
  • Wizard, sorceror: 4 points

Taken from Unearthed Arcana (UA94-97)

last modified at November 19, 2009, at 08:33 AM by

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