Psionic Weapon Group Proficiancies [Archive] - Wizards Community

Post/Author/DateTimePost
GFC_Seracule

09-09-05, 06:06 PM
We're going to use weapon group proficiancies in an upcoming game, and I am playing a wilder who will multiclass into soulknife later. Naturaly, I want to know what weapons I can use. Heres what I came up with for the psionic classes:

Psion-as wizard
Psychic Warrior-Basic plus any three
Soulknife-Basic plus any one
Wilder-basic plus any one

Look about right? I gave the soulknife and wilder more than the sorcerer because they have better bab and will fight more often. The soulknife doesn't exactly need it unless they want magic weapons, but it said in the XPH that wilders can be front-line combatants sometimes, so they might need even more.Please post your own rulings in this thread.
Lawrence

09-09-05, 10:34 PM
compare them to classes with similar profiencies and use that as reference. I doubt psychic warrior gets 3 weapon groups, but they probably get 2 at least.

Only the fighter gets so many because it's his job to be a weapons guy.
Jerks

09-09-05, 11:59 PM
I'm using this varient as well, but I would call the proficiencies a bit differently in some cases.

Psion - Basic weapons, plus either spears or crossbows
Under RAW rules the psion can use the shortspear so this will at least give them that option.

Psychic Warrior - Basic weapons; plus any other three
Same as you.

Soulknife- Basic weapons; plus soulknife and one other
same

Wilder-Basic weapons; plus any other two
I might give the Wilder more selection here. The cleric has only simple weapon proficiency, but gets two slots, so I figured it was good for Wilder as well.
Korimyr the Rat

09-10-05, 05:19 AM
Yeah, I keep Psion and Sorceror on-par, and the Wilder is Basic + one.

I don't use the Psychic Warrior, but if I did, it would be Basic + three.
GFC_Seracule

09-10-05, 10:19 AM
Yeah, I think I will use Jerks' ruling. Wilders have to be good at fighting, they only have one power known!
GFC_Seracule

09-10-05, 10:20 AM
Yeah, I think I will use Jerks' ruling. Wilders have to be good at fighting, they have less powers known then even the psywar.
Xeviat-DM

09-13-05, 12:06 PM
I've altered the groups in my setting, especially since Druid weapons and Monk weapons as groups don't make sense to me; a scimitar is not used like a spear, and a kama is not used like a nunchaku.

In my games, I've also added armor and shield proficiencies to the proficiency feat lists, and expanded on the number of feats available to first level characters. I've also stacked the proficiencies in a tiered structure; you have to take a simple group before an associated martial group, and a weapon focus feat applied to a martial group applies to its associated simple group.

Currently I give the fighter 10, while the paladin and psychic warrior would get 8, ranger and barbarian get 6, rogue, bard, cleric, soul knife, wilder, and druid get 4, sorcerer and psion get 2, and wizard gets one. Everyone gets basic still.

This has worked out for me so far; the only problem is that some characters, such as lightly armored fighters, feel that they have too many proficiencies and don't know what to spend them on.