Weapon Group Feats Weapons are divided into three categories in the basic d20 system rules: simple, martial, and exotic. While this system works very well for establishing the complexity of each weapon and balancing the classes' abilities against one another, grouping weapons by similar type offers an exciting variant to determine what weapons a character knows how to use. At its simplest, the weapon group feat variant establishes a small list of feats called Weapon Group proficiency feats. Each feat allows a character to use a small number of similar weapons without penalty. Although most characters using this system are proficient with fewer weapons than the standard character classes, the weapons they know how to use will be grouped along a similar theme, providing a little more flavor to each character's weapon choice at the expense of a small amount of versatility. This variant includes references to some weapons featured in the Arms and Equipment Guide (marked AE), Book of Exalted Deeds (marked BE), Complete Adventurer (marked Cad), Complete Warrior (marked CW), d20 Modern (marked d20M), d20 Past (marked d20P), Dungeon Master's Guide (marked DMG), Eberron Campaign Setting (marked ECS), Final Fantasy d20 (marked FFd20), Final Fantasy d20 Technology Book (marked FFTB), Frostburn (marked Fr), Ghostwalk (marked Gh), Heroes of Battle (marked HB), Magic of Eberron (marked MOE), Monster Manual IV (marked MM4), Monster Manual V (marked MM5), Oriental Adventures (marked OA), Planar Handbook (marked PlH), Races of Eberron (marked RE), Races of Faerun (marked Rac), Races of Stone (marked RS), Races of the Wild (marked RW), Sandstorm (marked Sa), Savage Species (marked SS), Secrets of Sarlona (marked SoS), Secrets of Xen'drik (marked SX), Serpent Kingdoms (marked SK), Stormwrack (marked Sto), Underdark (marked Und). See those books for full information on weapons so marked.

Using Weapon Groups In Place Of Class Weapon Proficiencies While the Weapon Group proficiency feats work well in conjunction with the standard classes' starting armor and weapon proficiencies, you might want to substitute a number of these feats for each class's starting weapon proficiencies. Doing this can lend more flavor to specific characters or organizations. It allows you (either as player or as game master) to design a sect of white mages whose members always choose the same weapon group proficiencies, or even establish racial preferences. All dwarf fighters, knights, and marksmen might be required, for example, to choose Weapon Group (picks and hammers) as one of their starting weapon group proficiencies. You only get the bonus weapon groups on your 1st character level, any base class taken after the you only get the named weapon group assigned to that class (like heavy blades for fighter). For classes not listed here, assign starting weapon group proficiencies using the class's granted weapon proficiencies and these classes as a guide. Class

Weapon Group Proficiencies at 1st Level

1. Add Weapon Group (any) to the fighter's list of bonus feats.

Bard

Basic weapons, plus light blades and any two

Beastmaster

Basic weapons, plus axes and any three

Black Mage

Basic weapons, plus maces and clubs and any two

Blue Mage

Basic weapons, plus heavy blades and any two

Fighter

Basic weapons, plus heavy blades and any four

Keyblade Bearer Basic weapons, plus any two* Knight

Basic weapons, plus heavy blades and any three

Marksman

Basic weapons, plus either bows, crossbows, handguns, or longarms and any three

Monk

Basic weapons, plus monk weapons and any one

Class

Weapon Group Proficiencies at 1st Level

Red Mage

Basic weapons, plus heavy blades and any three

Thief

Basic weapons, plus light blades and any two

White Mage

Basic weapons, plus picks and hammers and any two

* The Keyblade Bearer's proficiency with their keylades doesn't count as a weapon group, but their focus on the keylade prevents them from having a favored group.

Using Weapon Groups With Racial Favored Weapons Some races gain free weapon proficiencies or are innately familiar with specific exotic weapons. Use the following rules to incorporate this concept with the Weapon Group proficiency variant. Dwarf Any dwarf who has Weapon Group (axes) is also proficient with the dwarven waraxe (one-handed use) and the dwarven urgrosh. High Elf All high elves automatically have Weapon Group (bows) and either Weapon Group (heavy blades) or Weapon Group (light blades). Galka Any galka who has Weapon Group Proficiency (picks and hammers) is also proficient with the galkan war pick Gnome Any gnome who has Weapon Group Proficiency (picks and hammers) is also proficient with the gnome hooked hammer. Wood Elf All wood elves automatically have Weapon Group (bows) and either Weapon Group (light blades) or Weapon Group (spears and lances).

Weapon-Specific Feats A game master who uses this variant can rule that any feat that requires a character to choose a specific weapon to apply the feat's benefit to (such as Improved Critical, Weapon Focus, or Weapon Specialization) can instead be applied to a weapon group. The character must still meet the prerequisites for the feat. Though this variant seems to grant a large benefit to the character, it really doesn't significantly improve the character's power level. Since a typical character only wields one weapon at a time (or two, with a different weapon in each hand), the character doesn't really become any more powerful in a typical fight. It does mean that a character is more likely to benefit when new magic weapons are found, since he's more likely to be skilled in their use. That can actually be beneficial to a campaign, in that it allows the game master to include a wider range of interesting treasures that the characters actually use (rather than simply sell or trade).

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 axes and axelike weapons. Benefit You make attack rolls with the following weapons normally: handaxe, battleaxe, dwarven waraxe (two-handed

PlH

use), greataxe, and stabaxe . 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 a few basic weapons. Benefit You make attack rolls with the following weapons normally: battle gauntlents

Rac

, club, dagger, gauntlets, heavy

Rac

shield, horn helmet , light shield, quarterstaff. 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 bows. Benefit Sto

You make attack rolls with the following weapons normally: aquatic longbow , shortbow, longbow, composite shortbow, and composite longbow. Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Weapon Group (Cannons) You understand how to use field, siege, and ship cannons. Benefit You make attack rolls with the following weapons normally: 1-pounderd20P, 6-pounderd20P, 9-pounderd20P, 12pounderd20P, 18-pounderd20P, 32-pounderd20P, 60-pounderd20P, heavy bombardSto, light bombardSto. Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Weapon Group (Claw Weapons) You understand how to use weapons strapped to the hands. Benefit You make attack rolls with the following weapons normally: gehennan lancet

PlH

, punching dagger, spiked

Rac

gauntlet, spiked helmet , spiked light shield, spiked heavy shield. 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 crossbows. Benefit You make attack rolls with the following weapons normally: aquatic crossbow crossbow, repeating heavy crossbow, and repeating light crossbow.

Sto

, heavy crossbow, light

Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Weapon Group (Exotic Double Weapons) You understand how to use the exotic double weapons associated with the weapon groups that you have mastered. Prerequisite Base attack bonus +1. Benefit Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic double weapons associated with that group. When you take this feat, you gain proficiency in the exotic double weapons associated with the weapon groups that you already know how to use. Some exotic double weapons require you to be proficient with two weapon groups to gain proficiency in their use from this feat. Axes Orc double axe, dwarven urgrosh (must also have Weapon Group [spears and lances]), ZulaatSoS. Bows Yuan-ti serpent bowSX (must also have Weapon Group [light blades]). Flails and Chains ChainOA, chain lasherSS, chijirikiOA (must also have Weapon Group [spears and lances]), dire flail, gyrspikeAE (must also have Weapon Group [heavy blades]), kawanagaOA, snake chainSS. Handgun Firearms Standard gunbladeFFTB (must also have Weapon Group [light blades]), automatic gunbladeFFTB (must also have Weapon Group [heavy blades]). Heavy Blades Automatic gunbladeFFTB (must also have Weapon Group [heavy blades]), Crescent scytheSa, double khopeshSa, double scimitarAE, gyrspikeAE (must also have Weapon Group [flails and chains]), goblin stickRac, gythkaSS, notboraSS (must also have Weapon Group [maces and club]), two-bladed sword. Light Blades LynxpawRW (must also have Weapon Group [flails and chains]), marksman munbladeFFTB (must also have Weapon Group [light blades]), standard gunbladeFFTB (must also have Weapon Group [light blades]), yuan-ti serpent bowSX (must also have Weapon Group [bows]). Longarm Firearms Marksman gunbladeFFTB (must also have Weapon Group [light blades]). Maces and Clubs Double maceAE, longstaffCAd, notboraSS (must also have Weapon Group [heavy blades]). Monk Weapons Kusari-gamaOA (must also have Weapon Group [flails and chains]), lajatangCW, monk's spadeSoS. Picks and Hammers Double hammerCW, gnome hooked hammer.

Spears and Lances BattlehornSa, chijirikiOA (must also have Weapon Group [flails and chains]), dwarven double spearRS, dwarven urgrosh (must also have Weapon Group [axes]), sang kauwOA. Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Special If you include exotic double weapons from sources other than the basic d20 system rules, the game master should assign those weapons to a weapon group as appropriate for the campaign. Weapon Group (Exotic Weapons) You understand how to use the exotic weapons associated with the weapon groups that 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 the exotic double weapons) associated with that group. Axes Dwaven buckler axeCW, dwarven waraxe (one-handed use), ice axeFr, longaxeCAd,. Bows Bone BowFr, elven double bowAE, greatbowCW, composite greatbowCW. Claw weapons Bladed gauntletAE, claw bracerAE, cutting wheelSoS, foot spikeRW, manopleSa, nekodeOA, panther clawAE, ratling tail spikesOA, scorpion clawsSa, scorpion claw gauntletSX, steel finsUnd, stump knifeAE, tail bladeSS, tail clubSS, tail scytheSK, tiger clawsAE, ward cestusAE. Crossbows Great crossbowRS, hand crossbow, icechuckerFr. Flails and chains Barbed chainSS, bola flailGh, chain-and-daggerAE, chuul lasherSS, drow scorpion chainRE, kau sin keOA, lassoRac, ribbonweaveRE, scorpion-tail whipSa, scourge, spiked chain, spining swordSoS, stingray whipSto, three-section staffAE, whip, whipdaggerAE. Handgun Firearms Automatic pistolDMG, revolverDMG. Heavy Blades Bastard sword (one-handed use), elven courtblade Sa

Sa

Fr

great falchion , great scimitar , iuak , jovar AE

SS

RW

PlH

, flutterblade DMG

, katana

ECS

Und

, fullblade

, khopesh

AE

AE

, gnome swordcatcher

, mercurial longsword

RS

,

AE

, mercurial

greatsword , scissors sword , talenta sharrash . Light Blades d Alchemy bladeMOE, barbed daggerCA , broadblade short swordCAd, butterfly swaordAE, collapsing crescent fanSa, eagle's clawSa, fingerbladeSa, dragonsplitsMM4, drow long knifeRE, elven lightbladeCW, elven

thinbladeCW, gnome quickrazorRS, hook swordSoS, kukri, ninja-toOA, quickblade rapierCAd, saparaAE, triple daggerAE, war fanAE. Longarm Firearms Automatic rifleDMG, grenade launcherDMG, hunting rifleDMG, sawed-off shotgund20M, shotgunDMG. Maces and Clubs GoadFr, jitteOA, sharktooth staffSS, tigerskull ClubFr, tonfaAE, warmaceCW (one-handed use),. Monk Weapons Butterfly swordAE, jitteOA, monk's caneSoS, nekodeOA, steel finsUnd, tiger clawAE, three-section staffAE, tonfaAE, war fanAE. Picks and Hammers Dire pick

CW

, galkan war pick

ramhammer Polearms

PlH

FFd20

, throwing hammer

Dwarven Warpike

RS

, gnome battlepick

RS

, war spikard

, entangling pole

OA

BE

OA

bari

PlH

, barbed bolas

OA

Fr

skipdisk , sand pipe

AE

SX

, shuriken, skiping blade

AE

throwing iron , 2-ball bolas Spears and Lances Arctic harpoon Fr

Rac

AE

, duom

AE

, war sling

, greatspear

BE

, xen'drik boomerang

SS

Sa

Sa

AE

, kylie , net, orc shotput

ECS

ECS

, thrombash

Sa

, razor

(thrown weapon),

.

SS

, howler javelin , kuo-toan harpoon SS

SS

, pincer staff ,

.

AE

, talenta boomerang

AE

CW

SS

, halfling skiprock

, harpoon

(one handed use),

, chatkcha , desert throwing knife , fukimi-

CW

RW

CW

ECS

, mancatcher

AE

, chakram

Sto

CW

, maul

CW

, heavy poleaxe

CW

, greater blowgun

MM4

.

Fr

, bolas, bommerang

, glot, gnome calculus

, goliath greathammer

, sugliin , talenta tangat

CW

AE

MOE

, grasping pole

sasumata , shikomi-zue , sodegarami Slings and Thrown Weapons Annulat

AE

MM5

MOE

, manti

AE

,

AE

ritiik , salamander longspear , salamander shortspear , spear spikard , spinning javelin . Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Special If you include exotic weapons from sources other than the basic d20 system rules, the game master should feel free to assign those weapons to a weapon group as appropriate for the campaign. Weapon Group (Flails and Chains) You understand how to use flails and chain weapons. Benefit You make attack rolls with the following weapons normally: light flail and heavy flail. Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Weapon Group (Handgun Firearms) You understand how to use handgun firearms. Benefit You make attack rolls with the following weapons normally: bluderbus pistold20P, dualing pistold20P, fourbarreld20P, pistolDMG, snaplock pistold20P, wheel lock belt pistold20P, wheel lock horse pistold20P.

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 large bladed weapons. Benefit You make attack rolls with the following weapons normally: chondathan steelsword OA

Rac

, heavy sickle

Und

PlH

,

Sa

longsword, greatsword, falchion, nagamaki , razored heavy shield , scimitar, thrombash (melee only), and bastard sword (two-handed use). 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 light bladed weapons. Benefit You make attack rolls with the following weapons normally: cutlass Und

PlH

Sto

, dagger, jambiya

c , punching dagger,

Ra

DMG

rapier, razored light shield , short sword, sickle, straightblade , wakizashi . Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Weapon Group (Longarm Firearms) You understand how to use longarm firearms. Benefit You make attack rolls with the following weapons normally: blunderbuss musketd20P, matchlock arquebusd20P, matchlock caliverd20P, matchlock musketd20P, musketDMG, snaplock musketd20P, wheel lock carbined20P, wheel lock musketd20P. Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Weapon Group (Maces and Clubs) You understand how to use maces and clubs. Benefit You make attack rolls with the following weapons normally: club, greatclub, light mace, heavy aspergillum heavy mace, maquaahitl

MM4

, morning star, muspelrule

PlH

, quarterstaff, sap, steel flute

CW

SoS

, truncheon

warmace (two-handed use). Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Weapon Group (Monk Weapons) You understand how to use weapons normally favored by monks.

BE

Rac

, and

,

Prerequisite Improved Unarmed Strike. Benefit You make attack rolls with the following weapons normally: kama, nunchaku, quarterstaff, sai, shuriken, and siangham. Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Weapon Group (Picks and Hammers) You understand how to use picks and hammers. Benefit You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, lucerne AE

CW

hammer , warhammer, scythe, and maul (two handed use). 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 polearms. Benefit You make attack rolls with the following weapons normally: glaive, guisarme, halberd, naginata ranseur. Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

OA

, and

Weapon Group (Siege Engines) You understand how to use siege engines. Benefit You make attack rolls with the following weapons normally: battering ramHB, firespoutSto, heavy ballistaHB, heavy, catapultDMG, heavy mangonelHB, heavy trebuchetHB, light ballistaHB, light catapultDMG, light mangonelHB, light trebuchetHB, scorpionHB. Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Weapon Group (Slings and Thrown Weapons) You understand how to use slings and handheld thrown weapons. Benefit You make attack rolls with the following weapons normally: acid dart Und

Rac

Rac

Rac

Sa

, atlatl , barbed dart

dart, dart thruster , sling, spike shooter , stun dart . Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Rac

, blowgun

OA

,

Weapon Group (Spears and Lances) You understand how to use spears and javelins. Benefit Rac

You make attack rolls with the following weapons normally: flight lance , javelin, lance, longspear, ripper shortspear, and trident. Normal When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

PlH

,

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