A Handbook For Weapon Masters And Weapon Specialists

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#1

BadCatMan

Jan 31, 2008 20:06:49

A Handbook For Weapon Masters And Weapon Specialists

IMAGE(http://www.wizards.com/dnd/images/cw_ag/75407.jpg)

“I think it's a half-gram heavy on the back end.” Richard B. Riddick, The Chronicles Of Riddick



Disclaimer: This is not a guide to the Weapon Master or Exotic Weapon Master PrCs. This is a guide for any character who wishes to specialise in a particular weapon. The WM and EWM will be included in this.

Index


So What Is A Weapon Master?

A Weapon Master (or a Weapon Specialist) is a warrior or other character who has chosen to specialise in a certain weapon, to the neglect of all others. By dedicating him-or-herself to the style and tactics of a chosen weapon, and by learning a number of unique combat techniques with it, the weapon master hopes to become stronger and more powerful than the generalist warrior.

I’ve defined two different versions of this type of character:

  • Weapon Specialist: This character has taken EWP to gain a powerful weapon, has taken a Proficiency or Weapon Focus feat to gain access to a prestige class, or has simply picked such a thing up over the course of their build. This character has made a small investment in the weapon, but is not otherwise bound by it. They have built to focus on a tactic, and the weapon supports this.

  • Weapon Master: This character has taken many feats, made a few class-dips, and chosen class features all related to a specific weapon or small group of weapons. The character has invested heavily in this chosen weapon, and is severely limited without it. They have built to focus on the weapon, and the tactics support this.

I’ll use the term weapon master throughout, except where referring to the specialist. Either type can find something useful here, though the point of this guide is to cater to the Master, or to promote the Specialist. These are not to be confused with the Weapon Master or Exotic Weapon Master PrCs, however, or even the Weapon Specialisation or Weapon Mastery feats. There just aren’t enough words left in D&D anymore.

A weapon master or specialist need not be a warrior either. A rogue who’s good with a dagger has just as much right to call himself one, and might even be better with it in the right circumstances (namely in the dark and behind the back). Similarly, a wizard might wish to fulfil the classic image and carry a staff, and defend himself with it when required, or a cleric who smites unbelievers with his deity’s favoured weapon. But generally I’ll talk about warriors. The theory can be adapted for any role, and material exists for all types.

Why Do I Want To Be A Weapon Master?

Because it’s cool, really. That’s all. The genres of fantasy, martial arts, anime and many others are rife with characters who haven chosen to wield one particular type of weapon and become masters of it. It’s Drizzt Do’Urden and his scimitars, Zorro and his rapier, Xena and her chakram, every other character in every other martial arts movie, and any samurai you care to name.

There are other reasons though to follow this path though. Perhaps a certain prestige class you have your eye on requires a Weapon Focus for entry. Take that and you’ve become a weapon specialist. Or maybe a tactic you have in mind works best with a certain weapon, and you’ve taken an EWP for it. Again, a specialist. Perhaps you’ve picked up a feature from somewhere and don’t want it to go waste. On the other hand, you might want your cleric or paladin to wield their deity’s favoured weapon. Or you just can’t imagine a dwarf fighter without an axe.

A weapon master should logically be better with his chosen weapon than with any other. He should logically be better than any warrior who wields any old weapon as it suits him. Well, he should be, but shouldn’t expect to be. A generalist warrior will be more adaptable and have a greater range of tactics. A warrior focusing on and optimising for one or two tactics will be devastatingly effective at them. In the end, the weapon master should have a range of interesting and fun special attacks that he can perform with his weapon that others cannot, making him rather like the generalist, and should be better with his weapon than without.

What This Guide Is

This guide is not meant to be a concise manual to building a weapon master character, or to fully optimising the concept. There are simply too many options and possible styles available, and a very great many weapons that can be chosen. And I’m not very good at the optimizing game. The main purpose of this is to provide an index of special abilities that reward an investment in a specific weapon. The would-be weapon master can search through this to find something he likes. I’ll also talk about general design theory based on things I’ve learnt, either from the boards, by going through the material, or from my own experiences. I won’t however rate the value of most things here.

I’ve selected material based on the criteria that it references a specific weapon or group of weapons. Some things might be obvious, like Power Attack for a two-handed weapon, but as this is not specific, it doesn’t count. I’ve also only mentioned abilities and class features that relate to specific weapons, often missing the entire point of the class or PrC. And I have excluded PrCs that require a weapon specific feat but do not give anything back related to that weapon.

I have ignored the Unarmed strike (and the Natural attack), as it is a style more worthy of entirely separate handbook, and is hardly fitting of the weapon master image (it’s not really a weapon, after all). I have however included many feats that apply to it, due to the benefits of the Aptitude weapon enhancement. I have also included things that relate to Ki Strike, Stunning Fist, Flurry Of Blows and Quivering Palm, as these can be applied to a weapon.

I have ignored things that give simple or martial proficiencies, as these are just too common and easy to acquire, except for where they are somehow out-of-the-ordinary.
#2

BadCatMan

Jan 31, 2008 20:07:42
Your Weapon And You

The most important part of the weapon master is, of course, the weapon. This is the prime component of all the character’s tactics, and the basis for the entire build. So you want to choose it wisely.

Coolness

Before power and mechanical advantage, the most important aspect of your chosen weapon is its coolness. You want a weapon that you think is really neat, one that suits your character and your style, and one that you can have a fun time describing. You’ve probably seen it in a movie or tv show, a comic or a book, and want to emulate it. Or you just want to be different. On the other hand, perhaps you do just want the mechanical advantage, or have somehow wound up with it as a result of a build idea.

This is subjective of course. To one player, the longsword is boring and bland; to another it is full of retro charm and historical appeal. A katana might be the most awesomest weapon in the world to the fanboy, or overrated and tedious to everybody else. Some might see the heavy flail as brutish and clumsy, others could claim it is a weapon of finesse and subtlety. Meanwhile, the spiked chain has the benefit of being both cool and mechanically superior, and also the most cheesy.

What’s The Alternative?

But the mechanical advantage is always nice to have. Have a look around to see if your concept can be pulled off by a similar but better weapon. A simple weapon is almost always outclassed by a martial weapon, and an exotic weapon is better still. Most weapons can be duplicated in their most important aspects by a superior weapon in another category. A sword is a sword is a sword, in the areas that count.

For example, do you like the dagger, but find the ability to throw it and hide it about your person to be useless to you? Do you find its damage potential to be too low when compared to other weapons? Then consider the kukri (increased threat range), or the short sword (increased damage) or even the elven lightblade (gets both, but is exotic).

But don’t sweat it too much. Follow this path too far and you’ll be back to the spiked chain. You’ve probably already made a choice of style over power, and the style is the key. Many abilities reference a specific weapon anyway, so changing it may cut your options.

Availability

Make sure that your chosen weapon will actually be readily available in the campaign. If you have to rely on looted treasure, and your DM rolls it up, then your obscure exotic weapon will be very hard to come by in kick-ass magical forms. It does you no good to be a master of the Goliath Greathammer if there are no Goliaths in the world, and you’re stuck with a no-better-than-starting-wealth-level version from “somewhere”.

On the other hand, some weapons are as common as muck: 12% of all randomly-rolled common weapons will be longswords. More, actually, as these will be the first weapons most DMs plump for when making stock NPCs, and they should also be common in published modules, or as stock magic items. The same goes for daggers.

Given the right conditions, the common weapon master should accumulate a sizeable golf-bag of his preferred weapons over his career. (Say you’re a “collector”.) By having a choice for any situation, such a character might have a slight advantage. Even on a jailbreak or similar adventure where you start with or are reduced to nothing, it shouldn’t be too hard to find a common weapon once you’ve overpowered the guard.

Unless of course the DM has some kind of fetish, or the campaign is like Planescape: Torment – no swords of any kind to be found anywhere. Or he’s trying to cheat you despite your loud protestations and demands.

Adaptability

It goes against the theme of the weapon master, but focusing on a select family of weapons is possible and can allow you to be more adaptable in what weapons you loot. Many feats and a number of class features apply to several weapons or types of weapons, and others exist to allow you to duplicate your abilities for another weapon.

For example, the Warblade’s Weapon Aptitude (ToB) feature that allows you to retrain your weapon specific feats, and several Eberron racial feats duplicate the WF-chain across a selection of weapons (RoE). Some exotic weapons share Weapon Focus and similar feats with similar martial weapons. Thus you can almost always have a ready replacement if needed.

However, while being adaptable is nice, it doesn’t work for all weapons, and it can take a little more effort and space in the build than you have room for. It is not necessary if specialization is your true goal

The Care And Feeding Of Your Weapon

Upgrading

If availability is a problem, or if you really like the idea, then you may need to dedicate yourself to one particular weapon and get it upgraded over the course of the campaign. There are various ways to do this.

The first is to buddy-up with the party spellcaster and hope he’s taking Craft Magic Arms & Armour and is willing to spend the XP. Alternatively, find and hire an NPC who can do it for you. You might even be a spellcaster yourself.

You could also try a Legacy Weapon (seen in Weapons Of Legacy and elsewhere). By spending treasure, meeting a few prerequisites and going on a few mini-quests, you can unlock and upgrade the weapon’s features, and have it progress alongside you. These do come with penalties however. An Item Familiar (UA), Legendary Weapon (UA) or Weapon Familiar (RoE) are others that will upgrade alongside you.

Another is to do it yourself. The Ancestral Weapon feat (BoED) and some classes and PrCs – Samurai (OA), Psychic Weapon Master (XPH), Kensai (CWar), and a few variants of others – will allow a character to enhance a weapon by spending gold or XP, without needing to be a spellcaster. Others gift a weapon with its own set enhancements.

Don’t Lose It!

You’re a weapon specialist – all your abilities are tied to a single type weapon or perhaps even one specific weapon. So you really, really, really don’t want to lose it. Getting it sundered, disarmed, or eaten by a rust monster once in a while might be good for a laugh at your expense, but if it keeps happening (perhaps your DM in vindictive, or you’re just incredibly unlucky), then you’ll want to invest in protective measures. Consider a locked gauntlet so you can’t be disarmed, or an adamantine weapon to resist sunders, or an ironwood or crystal version that can’t be rusted (though these have their own risks, namely of burning or shattering).

Alternatively, consider class features, spells or powers that let you create or summon a weapon. For example, there’s the Soulknife (XPH), or the Psychic Warrior variant (ME) using the Call Weaponry power (XPH) and many arcane and divine spells. Some are semi-permanent or have a duration long enough to make them a valid weapon choice in their own right. Others are at least a handy back-up. These can also often take care of Availability and Upgrading.

But if availability isn’t a problem, then you might just shrug and loot the next available magic longsword.
#3

BadCatMan

Jan 31, 2008 20:09:48
Ideas On Building A Weapon Master

Consider your build for a weapon master as an investment. You’ve put a lot of effort into that weapon, and you’ve put all your eggs into one basket. And you want it to pay off, with profit. If you have a +1 greataxe and find a +2 greatsword, then you want a good reason to keep your greataxe. For each feat or PrC, ask yourself if the return is worth the investment. Is Weapon Focus’s +1 to attack really worth spending a feat on?

Optimise your character for the style embodied by your weapon. If you have a reach weapon, then focus on battlefield control. If it’s a tripping weapon, then become a tripper. A two-handed high-damage weapon implies heavy-duty bashing. If, on the other hand, your chosen weapon asks for no particular tactic, such as the longsword, then give it one, say by the special attack feats, and by how you choose to use it.

You need feats. Lots of feats. You can never have enough feats when you’re a weapon master. These are needed for proficiencies, the Weapon Focus chain, and for all the others that enhance your tactics or give special attacks, and for access to the best weapon master PrCs. If you can, take some Flaws (UA) and try to play a race that gives a bonus feat (ie. a Human). Play a class that gives plenty of bonus feats, like the Fighter, or to a lesser degree, the Psychic Warrior.

Style & Flavour

First, consider the flavour of your character and the style of its combat and usage of your preferred weapon. Is he a dextrous finesse duelist, or is she a heavy-duty basher? Is he a practical, no-nonsense soldier, or is she a mystical, meditating martial artist? Build according to your vision of the character for the most satisfying experience.

Flavour is however mutable. The Fighter doesn’t have to be soldier, and the Monk doesn’t have to be a mystic. Re-imagine the various classes, feats and PrCs that carry their own flavour to forms suitable for you. Alternatively, leave them the way they are, for the idea of a warrior who travels and picks up many different styles is also a neat one.

Getting Value For Money

You’ve limited yourself to a single weapon and all your power comes from it, so you want to get the most out of it. Use it in as many different ways and with as many different tactics as possible, and remember to make use of each often. Squeeze every last drop of usefulness out of it.

For example, if you like the dagger, even as a melee weapon, then throw it when needed, and take advantage of its small size to conceal them around your body. Consider grappling, where you can use your preferred weapon and most others can’t. Or if the heavy flail is your thing, then remember to use it to disarm your enemy in addition to the trips and flat-out brutal smashing.

Don’t Try Too Hard

But if you try too much, you’ll achieve too little. There is rarely room in a build to focus on every little thing, especially if you weapon has a lot of features. So don’t completely optimize for a tactic embodied by your weapon if it’s ultimately not your thing and won’t be effective or commonly used by you. Focus on the more effective options, and just keep the others in mind and make sure you don’t suck at them when you need them.

Neat Tricks

Aptitude & Affiliation:

There are two ways of doing this. Firstly, there is the Aptitude weapon enhancement (+1) from the Tome Of Battle. This lets you use any weapon-specific feat you have with the aptitude weapon. The second is a Rank 4 Affiliation (+30) with a church of a god with the War domain, from Complete Champion, which lets you apply any feat that normally applies to a single weapon to all weapons with the same proficiency and damage type.

These can make building a decent weapon master terribly easy and incredibly powerful. Just take any feat that you like that you can qualify for and obtain, for any weapon, and use it with your favoured weapon. These might include the various feats that relate to unarmed strikes, opening up a wide range of special abilities.

For example, consider the outcome of combining the Lightning Mace feat (gain a free attack if you threaten a crit when wielding two light maces) and a pair of +X aptitude keen kukris (15-20 threat range) - plenty of extra attacks.

However, the wordings of these are vague. Aptitude mentions “a particular type of weapon”, while the examples are from the Weapon Focus tree. It is unclear what sort of weapon “type” is allowable (Damage? Usage? Proficiency?). The War Affiliation is clearer about how it works, but neither specifies which feats may be used and which may not. And it is unclear whether unarmed strikes even count at all. A CustServ ruling found here limits both to the Weapon Focus tree, but this is of course disputed. RAI seems to go one way, RAW can be pushed the other. I’ve completed this guide on the assumption that it does, and included all the unarmed strike feats as a result, but you should check this with your DM before they roundly house-rule against it.

For some greater discussion of these, see the following threads:
Abusing the Aptitude Weapon Enhancement
how does weapon aptitude interact with weapon style feats?
Boomerang Harpoons and Dazing Spiked Chains: The Aptitude Enchantment
War Affiliation - interesting...

Watch Out!

Here are some things to watch out for:

  • Don’t dip into a medium/low BAB class just to pick up Weapon Focus as a bonus feat. You’ve just lost a point of BAB for a net attack gain of nothing. BAB is more important than any other attack bonus; it gives you multiple attacks and helps qualify for many feats and PrCs. Unless you wish to stick with the class, or are gaining something else that will pay off later, or can see no other option with multiclassing restrictions, just take a level of Fighter or something.
  • Don’t take two useless feats to gain access to a PrC to get back a bonus feat you could have taken anyway. Only do this if you plan to stick with the PrC or are somehow picking the feats up anyway.


Common Paths To Weapon Mastery

Weapon Focus Chain:

This character (usually a Fighter) concentrates on the chain of feats that begins in the PHB and ends in the PHB2, namely: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Weapon Mastery and Weapon Supremacy. Unfortunately, it’s not very good.

At low levels, the slight increase to attack or damage from WF or WS might be nice, but at higher levels they are easily replaced and overwhelmed by the benefits of magical items, buffing spells and good tactics. Plus, they’re boring, just flat bonuses to attack and damage. While Weapon Mastery and Weapon Supremacy are nice, they lose their shine with the four or five sub-par feats needed to get there.

They are slightly more desirable if you have no treasure for enhancements or are on a Vow of Poverty, or if for some reason you have a low attack bonus or damage output. Weapon Specialization virtually doubles the damage potential of weak weapons like the whip, net, shuriken or a gauntlet. Crossbows also benefit from WS more than most other weapons, as they don’t have an easy source of bonus damage.

Consider these carefully, and ask yourself if the bonuses or Weapon Supremacy are really worthwhile. However, WF and WS are prerequisites for most things, so you’ll probably want to get at least these two before branching out. See if you can pick up some of these feats for free by dipping.

Basic Builds:
  • Fighter 18: The easiest way to get all of the WF-chain, and the only class that gets honest access to all them. Plus it also has plenty of other feats to spare.
  • Swashbuckler / Fighter with Daring Warrior feat: Stack the two classes to qualify for the WF-chain. Too bad it’s two poor classes and without a lot of feat-slots left. Balance Swashbuckler class features versus Fighter feats to find the right balance for you. (Also consider a dip with Rogue with the Daring Outlaw feat, or use Assassin's Stance, to add in Sneak Attack options)
  • Ninja / Fighter with Martial Stalker feat: Stack the two classes to qualify for the WF-chain. Again, too bad it’s two poor classes and without a lot of feat-slots left. Balance Ninja class features versus Fighter feats to find the right balance for you.
  • Warblade using Weapon Aptitude: Much nicer, with all the goodness of a martial adept, and he gets to retrain his weapon if he likes. Slightly better off for free feat-slots, but not by much. Misses out on Supremacy pre-epic however.
  • Warblade / Fighter using Weapon Aptitude: As above, but has the option of taking Supremacy at level 20 (take an even Fighter level then). This will miss out on Stance Mastery, which is usually preferable to Weapon Supremacy.
  • Warblade / Fighter / Bloodstorm Blade using Weapon Aptitude: More of the same as the last two.

Improved Critical:

Usually taken as a part of the WF-chain, this feat would be nice if it wasn’t entirely duplicated by the keen or impact enhancements, or the keen edge spell. If you have time, space and money to enchant it on your weapon(s), or a buddy spellcaster, then get it there. You would need to do it every time you get a new weapon, mind you. If you don’t have the cash, or have other enhancements in mind, or would just prefer to have it ready all the time, for any favoured weapon, then you might like it as a feat. Some DMs house-rule this back to 3.0 days and have it stack with keen, so you might want to check.

Monkery

While most of a Monk’s combat class features apply to his unarmed strikes, it’s possible to get these to work on a weapon instead, and not just a standard special Monk weapon. Flurry Of Blows, Ki Strike, Stunning Fist and Quivering Palm are all possible.

Special Monk Weapon:
  • Classes: Monk (as standard), OA Monk (additional weapons described below)
  • Prestige Classes: Sun Soul Monk (light mace)
  • Feats: Double-Steel Strike (two-bladed sword), Pole Master (a pole arm with reach), Serpent Strike (longspear), Whirling Steel Strike (longsword)
  • Weapon Enhancements: Aptitude Weapon (and one of the above feats)

These get your weapon classified as a special Monk weapon so that it can qualify for various paths into Flurry Of Blows, Ki Strike, or Stunning Fist. Depending on the build, this isn’t always necessary.

Flurry Of Blows:
  • Classes: Monk, OA Monk
  • Prestige Classes: Shou Disciple (any), Sun Soul Monk (light mace)
  • Feats: Double-Steel Strike (two-bladed sword), Pole Master (a pole arm with reach), Serpent Strike (longspear), Whirling Steel Strike (longsword)
  • Weapon Enhancements: Aptitude Weapon (and one of the above feats)

Multiple attacks are nice; more opportunities to roll a d20 mean more chances of a critical. The decreased attack hurts one’s chances of hitting or confirming however, but the penalties aren’t too high. Progressing far enough into Monk or a related PrC can reduce these and eventually add extra attacks.

Ki Strike:
  • Prestige Classes: Argent Fist (any Monk; gives Ki Focus)
  • Weapon Enhancements: Ki Focus

Ki Strike just lets you overcome different types of DR, which is made easier by using a weapon. Unless you have a VoP or a phobia against golf-bags, this shouldn’t be much of a problem. Some enhancements from feats and PrCs might be worthwhile however, but would usually require Aptitude Weapon.

Stunning Fist:
  • Prestige Classes: Exotic Weapon Master (exotic), Fist Of Dal Quor (any)
  • Feats: Stunning Master (Monk), Sudden Willow Strike (quarterstaff)
  • Weapon Enhancements: Aptitude Weapon (and one of the above feats), Ki Focus

SF is a great way to stall your opponent and use him as a punching bag. Now you have a weapon, you can use him as target practice. There is also a wide range of feats and class features available to enhance and customise this ability, so it can be quite profitable.

Quivering Palm:
  • Weapon Enhancements: Ki Focus

A save-or-die ability for a non-spellcaster is nice, but it’s unlikely you’ll advance high enough into Monk to take this. The low rate of usage (once a week) combined with the need for a save makes it unreliable. Unlike other abilities, this is hard to enhance or customise.

These can be enhanced and advanced by various PrCs and feats. Builds will inevitably start with Monk, dip into a PrC if necessary, then carry on from there.

Abilities similar to the above can be had with various feats and prestige class features that offer multiple attacks or stunning abilities, but these are not the same as those of the Monk. They do make for a passable replica however.
#4

BadCatMan

Jan 31, 2008 20:11:01
Weapons

Sublime Way Discipline Weapons: (ToB)
  • Desert Wind: Scimitar, Light Mace, Light Pick, Spear, Falchion
  • Devoted Spirit: Falchion, Greatclub, Maul, Longsword
  • Diamond Mind: Rapier, Shortspear, Trident, Bastard Sword
  • Iron Heart: Bastard Sword, Dwarven Waraxe, Longsword, Two-Bladed Sword
  • Setting Sun: Short Sword, Nunchaku, Quarterstaff
  • Shadow Hand: Dagger, Sai, Siangham, Short Sword, Spiked Chain
  • Stone Dragon: Greatsword, Greataxe, Heavy Mace
  • Tiger Claw: Kama, Kukri, Handaxe, Greataxe
  • White Raven: Longsword, Battleaxe, Warhammer, Greatsword, Halberd


Standard Weapon Conversion
For ease of use, the following weapons have been converted back to their standard PHB forms:
  • Staff = Quarterstaff
  • Katana = Bastard Sword
  • Wakizashi = Short sword

Classifications
  • Any – Applies to any weapon
  • Deity – A deity’s favoured weapon
  • Discipline – The weapons of a selected Sublime Way discipline, see above
  • Finesse – A weapon that can be used with Weapon Finesse
  • Flurry Of Blows – A Monk’s Flurry Of Blows, generally used with unarmed strikes and special Monk weapons, this can be applied to other weapons by various methods
  • Ki Strike – Generally a property of a Monk’s unarmed strikes, this can be applied to weapons by various methods, and enhanced
  • Mind Blade - The Soulknife's Mind Blade and the Soulbow's Mind Arrow
  • Monk – A weapon that can be used as a special Monk weapon
  • Stunning Fist – This feat usually applies to unarmed strikes, but it can be applied to weapons by various methods, and enhanced


Weapons And Weapon Domains Of The Deities

The following is a list of all official deities, sorted by their favoured weapon. Their alignment, relevant domains (ie War, Metal and Revered Ancestor) are also given, as is their race or pantheon if required. Take note of the sourcebook the deity appears in; depending on the source or setting, some gain additional domains, or change alignments or their favoured weapon. Where the latter two differ, I've included both versions separately.

Certain spells, like Spiritual Weapon and Weapon Of The Deity, as well as some Incarnum material[/i], suggest weapons according to alignments for Incarnum-users and Clerics and Paladins of an ideal rather than a deity. Such a character ought to be able to choose their own favoured weapon, but these suggestions have been included for completeness and in the event that a DM restricts favoured weapon options.

Show

Bastard Sword:
  • Aengrist: (FB) LG, War
  • Eilistraee: (FRCS, F&P) CG [Drow]
  • Finder Wyvernspur: (FRCS, F&P) CN
  • Helm: (FRCS, F&P) LN
  • Kelemvor: (FRCS, F&P) LN
  • Odur: (D&DG) CG [Asgardian]

Battleaxe:
  • Auril: (FRCS, F&P) NE
  • Balinor: (ECS, PGTE, FoE) NN
  • Callarduran Smoothhands: (CDiv, RoS, FRCS, F&P) NN [Gnome]
  • Chaos: (Spiritual Weapon, Weapon Of The Deity, Incarnate Weapon) C_
  • Clangeddin Silverbeard: (FRCS, F&P) LG, War [Dwarf]
  • Deep Duerra: (FRCS, F&P) LE, War [Dwarf]
  • Garl Glittergold: (PHB, RoS, D&DG) NG, [Gnome]
  • Garl Glittergold: (FRCS, F&P) LG [Gnome]
  • Gorm Gulthyn: (FRCS, F&P) LG, War [Dwarf]
  • Iallanis: (CDiv, F&P) NG [Giant]
  • Llerg: (CDiv) CN
  • Maglubiyet: (CDiv, F&P) NE [Goblin, Hobgoblin]
  • Nanna-Sin: (SS) CG [Babylonian]
  • Taiia (Destroyer Aspect): (D&DG) NN, War
  • Tempus: (FRCS, F&P) CN, War
  • Tephaneron: (GW) CN, War
  • The Becoming God: (FoE) NN [Warforged]
  • Toldoth: (D&DG) NE, War
  • Uthgar: (FRCS, F&P) CN, War
  • Valkar: (CWar) CG
  • Vatun: (FB) CN

Chakram:
  • Shar: (FRCS, F&P) NE
  • Dark Moon Heresy (Selune/Shar): (PoF) NN

Claw Bracer:
  • Luthic: (FRCS, F&P) NE [Orc]
  • Malar: (FRCS, F&P) CE
  • Sharess: (FRCS, F&P) CG
  • Urdlen: (FRCS, F&P) CE [Gnome]

Club:
  • Baphomet: (FRCS, F&P) CE [Minotaur]
  • Grolantor: (CDiv, F&P) CE [Giant]

Cutlass:
  • Valkur: (SW, FRCS, F&P) CG

Dagger:
  • Abbathor: (FRCS, F&P) NE [Dwarf]
  • Alobal Lorfiril: (RotW) CG [Elf]
  • Anshar: (SS) NE [Babylonian]
  • Aphrodite: (D&DG) CG [Olympian]
  • Baravar Cloakshadow: (FRCS, F&P) NG [Gnome]
  • Bhaal: (LEoF) LE
  • Brandobaris: (RotW, FRCS, F&P) NN [Halfling]
  • Dallah Thaun: (RotW) CN [Halfling]
  • Deneir: (FRCS, F&P) NG
  • Diirinka: (CDiv, F&P) CE [Derro]
  • Erbin: [D&DG WE] NE
  • Estanna: (BoED) NG
  • Evening Glory: (LM) NN [Undead]
  • Fenmarel Mestarine: (FRCS, F&P) CN [Elf]
  • Gargauth: (FRCS, F&P) LE
  • Hanali Celanil: (RotW, FRCS, F&P) CG [Elf]
  • Hecate: (D&DG) NE [Olympian]
  • Hestia: (D&DG) NG [Olympian]
  • Istus: (CDiv) NN
  • Kiaransalee: (FRCS, F&P) CE [Drow]
  • Leira: (LEoF) CN
  • Loki: (D&DG) CE [Asgardian]
  • Lolth: (RotW, FRCS, F&P) CE [Drow]
  • Nessek: (GW) NN
  • Roknar: (RoS) NE [Dwarf]
  • Savras: (FRCS, F&P) LN
  • Shekinester: (CDiv) NN [Naga]
  • Tharizdun: (CDiv) NE
  • The Blood Of Vol: (ECS) LE
  • Umberlee: (SW) CE
  • Vecna: (PHB, D&DG) NE
  • Wee Jas: (PHB, D&DG) LN

Double Scimitar:
  • The Spirits Of The Past: (PGTE, FoE) NN, War, Revered Ancestor [Elf]

Falchion:
  • Anhur: (FRCS, F&P) CG, War [Mulhorandi]
  • Xan Yae: (CDiv) NN, War

Flail:
  • Hextor: (PHB, D&DG) LE, War
  • Path Of Inspiration: (FoE) LN
  • Osiris: (D&DG) LG [Pharaonic]

Flail, Any:
  • Urogalan: (RotW, FRCS, F&P) LN [Halfling]

Foot Spikes:
  • Tuilviel Glithien: (RotW) CG [Raptoran]

Gauntlet:
  • The Becoming God: (FoE) NN [Warforged]

Glaive:
  • Wastri: (CDiv) LN, War

Grasping Pole:
  • Lastai: (BoED) CG

Greataxe:
  • Great Mother: (CDiv, F&P) CE [Beholder]
  • Great Mother: (LoM) LE [Beholder]
  • Hanseath: (RoS) CN, War [Dwarf]
  • Phaant: (GW) LE
  • Sekolah: (F&P) LE, War [Sahaugin]
  • Skadi: (D&DG) NN [Asgardian]
  • Sulerain: (CDiv) NE
  • Thrym: (CDiv, F&P, D&DG) CE, War [Giant, Asgardian]

Greatclub:
  • Aegir: (D&DG) NE [Asgardian]
  • Hercules: (D&DG) CG [Olympian]
  • Ibrandul: (LEoF) CN
  • Kavaki, The Ram-Lord: (RoS) NN, War [Goliath]
  • Konkresh: (CDiv) CN
  • Laogzed: (F&P) CE [Troglodyte]
  • Semuanya: (CDiv) NN [Lizardfolk]
  • Vaprak: (CDiv) CE [Ogre, Troll]
  • Vaprak: (F&P) CE, War [Ogre, Troll]
  • Whale Mother: (SW) LG [Darfellan]

Greatsword:
  • Balder: (D&DG) NG [Asgardian]
  • Frey: (D&DG) NG [Asgardian]
  • Gwaeron Windstrom: (FRCS, F&P) NG
  • Haela Brightaxe: (FRCS, F&P) CG, War [Dwarf]
  • Iuz: (CDiv) CE
  • Kord: (PHB, D&DG) CG
  • Shaundakul: (FRCS, F&P) CN
  • Surtr: (CDiv) LE, War [Giant]
  • The Lord Of Blades: (FoE) LE, War [Warforged]
  • Torm: (FRCS, F&P) LG
  • Typhos: (CDiv) LE, War
  • Zarus: (RoD) LE, War

Halberd:
  • Dol Arrah: (ECS, PGTE, FoE) LG, War

Halfspear:
  • Annam: (F&P) NN [Giant]
  • Baervan Wildwanderer: (FRCS, F&P) NG [Gnome]
  • Sebek: (FRCS, F&P) NE [Mulhorandi]
  • Set: (FRCS, F&P) LE [Mulhorandi]
  • Talos: (FRCS, F&P) CE
  • Wyst: (GW) CG
  • Zeus: (D&DG) CG [Olympian]

Heavy Flail:
  • Akadi: (FRCS, F&P) NN
  • Lliendil: (RotW) CN [Raptoran]
  • Osiris: (FRCS, F&P) LG [Mulhorandi]
  • Sheyanna Flaxenstrand: (RoS) CG [Gnome]
  • Valkauna: (RoS) LN [Dwarf]
  • Vanua, The Harbinger Of Woe: (RoS) NN [Goliath]

Heavy Mace:
  • Berronar Truesilver: (FRCS, F&P) LG [Dwarf]
  • Cas: (HoH) NE
  • Dark Moon Heresy (Selune/Shar): (PoF) NN
  • Gilgeam: (LEoF) LE, War
  • Lathander: (FRCS, F&P) NG
  • Marthammor Duin: (FRCS, F&P) NG [Dwarf]
  • Moander: (LEoF) CE
  • Neutral: (Spiritual Weapon, Weapon Of The Deity, Incarnate Weapon) _N
  • Segojan Earthcaller: (FRCS, F&P) NG [Gnome]
  • Selune: (FRCS, F&P) CG
  • Selvetarm: (FRCS, F&P) CE, War [Drow]
  • Syreth: (CWar) NG
  • The Glutton: (RoS) CE [Gnome]
  • Urbanus: (RoD) NG

Heavy Pick:
  • Apep: (SS, D&DG) NE [Egyptian, Pharaonic]
  • Bahamut: (CDiv, Draco, D&DG) LG [Dragon]
  • Enlil: (SS) NG, War [Babylonian]
  • Naki-Uthai, The Brave Climber: (RoS) NN [Goliath]
  • Nobanion: (FRCS, F&P) LG
  • Thautam: (RoS) NN [Dwarf]
  • The Cults Of The Dragon Below: (ECS) NE
  • Tiamat: (CDiv, Draco, D&DG, FRCS, F&P) LE [Dragon]
  • Ubtao: (FRCS, F&P) NN

Ice Ace:
  • Auril: (FB) NE

Javelin:
  • Grolantor: (F&P) CE [Giant]
  • Hoar: (FRCS, F&P) LN
  • Laogzed: (CDiv) CE [Troglodyte]
  • Surtr: (F&P) LE, War [Giant]

Kama:
  • Tem-Et-Nu: (SS) LN, War
  • The Dark Six: (ECS, PGTE, FoE) NE, War, Metal
  • The Mockery: (ECS, PGTE, FoE) NE, War

Khopesh:
  • Horus-Re: (FRCS, F&P) LG [Mulhorandi]
  • Ramman: (LEoF) LN, War
  • Re-Horakhty: (SS, D&DG) LG, War [Egyptian, Pharaonic]

Kukri:
  • Auppenser: (LEoF) NN

Light Crossbow:
  • Mouqol: (CDiv) NN

Light Flail:
  • Evil: (Spiritual Weapon, Weapon Of The Deity, Incarnate Weapon) _E
  • Ishtar: (SS) NN [Babylon]
  • Osiris: (SS, FRCS, F&P) LG [Egyptian, Mulhorandi]
  • The Patient One: (LoM) NE [Aberration]
  • Uhanam: (GW) LN

Light Mace:
  • Amaunator: (LEoF) LN
  • Hera: (D&DG) NN [Olympian]
  • Lathander: (FRCS, F&P) NG
  • Nike: (D&DG) LN, War [Olympian]
  • Rao: (CDiv) LG
  • Siamorphe: (FRCS, F&P) LN
  • Three-Faced Sun Heresy: (PoF) LN

Longbow:
  • Apollo: (D&DG) CG [Olympian]
  • Ehlonna: (PHB) NG
  • Shevarash: (FRCS, F&P, WoL) CN, War [Elf]
  • Solonor Thelandira: (FRCS, F&P) CG, War [Elf]
  • The Silver Flame: (ECS, FoE) LG
  • The Silver Flame (Knights Militant): (PGTE) LG, War
  • Uller: (D&DG) CN [Asgardian]
  • Vandria Gilmadrith: (RotW) LN, War [Elf]

Longspear:
  • Angarradh: (FRCS, F&P) CG [Elf]
  • Eadro: (SW) NN [Locathah, Merfolk, Triton]
  • Gruumsh: (FRCS, F&P) CE [Orc]
  • Njord: (D&DG) NG [Asgardian]
  • Procan: (SW) CN
  • Sebek: (FRCS, F&P) NE [Mulhorandi]
  • Set: (FRCS, F&P) LE [Mulhorandi]
  • Talos: (FRCS, F&P) CE
  • Ulutiu: (FB, FRCS, F&P) LN

Longsword:
  • Altua: (CWar) LG, War
  • Chaniud: (GW) LN
  • Corellon Larethian: (PHB, FRCS, F&P, D&DG) CG, War [Elf]
  • Cyric: (FRCS, F&P) CE
  • Dol Dorn: (ECS, PGTE, FoE) CG, War
  • Ehlonna: (D&DG) NG
  • Forseti: (D&DG) NN [Asgardian]
  • Freya: (D&DG) NG [Asgardian]
  • Garagos: (FRCS, F&P) CN, War
  • Glautru, The Seer: (RoD) NN [Illumian]
  • Hades: (D&DG) NE [Olympian]
  • Hathor: (SS, D&DG) NG Egyptian, Pharaonic]
  • Heimdall: (D&DG) LG, War [Asgardian]
  • Heironeous: (PHB, D&DG) LG, War
  • Hel: (D&DG) NE [Asgardian]
  • Ilneval: (FRCS, F&P) NE, War [Orc]
  • Law: (Spiritual Weapon, Weapon Of The Deity, Incarnate Weapon) L_
  • Lendys: (Draco) LN [Dragon]
  • Mask: (FRCS, F&P) NE
  • Merrshaulk: (CDiv) CE [Yuan-Ti]
  • Nergal: (SS) NE [Babylon]
  • Oghma: (FRCS, F&P) NN
  • Pyremius: (CDiv) NE
  • Red Knight: (FRCS, F&P) LN, War
  • Rill Cleverthrush: (RoS) LN [Gnome]
  • Sif: (D&DG) CG, War [Asgardian]
  • Surtur: (D&DG) LE, War [Asgardian]
  • Tchazzar: (LEoF) CE, War [Dragon]
  • The Sovereign Host: (ECS, PGTE, FoE) NG, War, Metal
  • Tyr: (FRCS, F&P) LG, War
  • Tyr: (D&DG) LN, War [Asgardian]
  • Vergadain: (FRCS, F&P) NN [Dwarf]

Mace:
  • Anu: (SS) LN [Babylonian]
  • Anubis: (SS, D&DG) LN [Egyptian, Pharaonic]
  • Druaga: (SS) LE [Babylonian]
  • Enki: (SS) LN [Babylonian]
  • Gilgamesh: (SS) NG, War [Babylonian]
  • Kikanuti: (SS) NG [Bhuka]
  • Kol Korran: (ECS, PGTE, FoE) NN
  • Nepththys: (SS, D&DG) CG [Egyptian, Pharaonic]
  • Orcus: (LM, F&P, GW) CE [Undead]
  • Pelor: (PHB, D&DG) NG
  • Ptah: (SS, D&DG) LN [Egyptian, Pharaonic]
  • St Cuthbert: (PHB, D&DG) LN
  • Stronmaus: (F&P) CG, War [Giant]
  • Syeret, The Lightbringer: (RoD) CG [Illumian]
  • Silvanus: (FRCS, F&P) NN
  • Dumathoin: (FRCS, F&P) NN, Metal [Dwarf]

Morningstar:
  • Arawai: (ECS, PGTE, FoE) NG
  • Bane: (FRCS, F&P) LE
  • Erythnul: (PHB, D&DG) CE, War
  • Girru: (SS) LG [Babylonian]
  • Hruggek: (CDiv) CE [Bugbear]
  • Hruggek: (F&P) CE, War [Bugbear]
  • Kuliak, The Dead Goddess: (RoS) NN [Goliath]
  • Mak Thuum Ngatha: (LoM) CE [Psurlon]
  • Memnor: (CDiv, F&P) NE [Giant]
  • Mya: (RoS) NG [Dwarf]
  • Wathaku, The Silent: (RoD) NE [Illumian]

Net:
  • Eldath: (FRCS, F&P) NG
  • Marduk: (SS) LN [Babylonian]

Nunchaku:
  • Waukeen: (FRCS, F&P) NN
  • Zuoken: (CDiv) NN, War

Pincer Staff:
  • Blibdoolpoolp: (CDiv, F&P) CE [Kuo-Toa]
  • Blibdoolpoolp: (SW) NE [Kuo-Toa]

Punching Dagger:
  • Isis: (FRCS, F&P) NG [Mulhorandi]

Quarterstaff:
  • Aedrie Faenya: (FRCS, F&P) CG [Elf]
  • Aureon: (ECS, PGTE, FoE) LN
  • Azuth: (FRCS, F&P) LN
  • Boccob: (PHB, D&DG) NN
  • Bralm: (CDiv) NN
  • Chaav: (BoED) CG
  • Cyrollalee: (RotW, FRCS, F&P) LG [Halfling]
  • Dionysus: (D&DG) CN [Olympian]
  • Eanius: (GW) NG
  • Elebrin Liothiel: (RotW) CG [Elf]
  • Fharlanghn: (PHB, D&DG) NN
  • Galaedros: (GW) NN
  • Geb: (FRCS, F&P) NN [Mulhorandi]
  • Hermes: (D&DG) CG [Olympian]
  • Imhotep: (SS, D&DG) NG [Egyptian, Pharaonic]
  • Incabulos: (CDiv) NE
  • Isis: (SS, D&DG) NG [Egyptian, Pharaonic]
  • Joramy: (CDiv, SS) NN, War
  • Ki: (SS) NN [Babylonian]
  • Labelas Enoreth: (FRCS, F&P) CG [Elf]
  • Obad-Hai: (PHB, D&DG) NN
  • Panzuriel: (CDiv) NE, War [Merrow, Scrag, Kraken]
  • Pholtus: (CDiv) LG
  • Rillifane Rallathil: (FRCS, F&P) CG [Elf]
  • Sehanine Moonbow: (RotW, FRCS, F&P) CG [Elf]
  • Shiallia: (FRCS, F&P) NG
  • Solanil: (SS) NG
  • Tarmuid, The First: (RoD) LN [Illumian]
  • The Academy: (D&DG) NG [Olympian]
  • The Shadow: (ECS, PGTE, FoE) CE
  • Thoth: (SS, D&DG, FRCS, F&P) NN [Egyptian, Pharaonic, Mulhorandi]
  • Velsharoon: (FRCS, F&P) NE
  • Ventila: (RotW) NN [Raptoran]

Rapier:
  • Halmyr: (CWar) LN, War
  • Hermod: (D&DG) CN [Asgardian]
  • Levistus: (FB) LE [Devil]
  • Lirr: (CDiv) CG
  • Milil: (FRCS, F&P) NG
  • Olidammara: (PHB, D&DG) CN
  • The Fury: (ECS, PGTE, FoE) NE

Scimitar:
  • Aasterinian: (Draco) CN [Dragon]
  • Astilabor: (Draco) NN, Metal [Dragon]
  • Dahak: (SS) CE [Babylonian]
  • Doresain: (LM) CE [Undead]
  • Dracanish: (GW) LN
  • Elishar: (D&DG) NG
  • Falazure: (Draco) NE [Dragon]
  • Haku: (SS) CG
  • Io: (Draco) NN [Dragon]
  • Mielikki: (FRCS, F&P) NG
  • Nilthina: (RotW) NN [Raptoran]
  • Soorinek, The Doubter: (RoD) LE [Illumian]
  • Tamara: (Draco) NG [Dragon]
  • The Traveler: (ECS, PGTE, FoE) CN
  • The Undying Court: (ECS) NG [Elf]
  • Utu: (SS) CG [Babylonian]

Scourge:
  • Beshaba: (FRCS, F&P) CE
  • Loviatar: (FRCS, F&P) LE

Scythe:
  • Chauntea: (FRCS, F&P) NG
  • Chronepsis: (Draco) NN [Dragon]
  • Duthila: (RotW) NN [Raptoran]
  • Iborighu: (FB) CE, War
  • Jergal: (FRCS, F&P) LN
  • Myrkul: (LEoF) NE
  • Nerull: (PHB, D&DG) NE [Undead]
  • The Keeper: (ECS, PGTE, FoE) NE
  • Three-Faced Sun Heresy: (PoF) LN

Short Sword:
  • Afflux: (LM) NE [Undead]
  • Aluvan: (GW) NG
  • Artemis: (D&DG) NG [Olympian]
  • Arvoreen: (RotW, FRCS, F&P) LG, War [Halfling]
  • Bes: (D&DG) CN [Pharaonic]
  • Dugmaren Brightmantle: (FRCS, F&P) CG [Dwarf]
  • Erevan Ilesere: (FRCS, F&P) CN [Elf]
  • Hathor: (FRCS, F&P) NG [Mulhorandi]
  • Hlal: (Draco) CG [Dragon]
  • Nadireach: (CDiv) CE
  • Shargaas: (FRCS, F&P) CE [Orc]
  • Sixin: (CDiv) LE [Xill]
  • Tyche: (D&DG) NN [Olympian]
  • Vhaeraun: (FRCS, F&P) CE [Drow]
  • Yondalla: (PHB, FRCS, F&P, D&DG) LG [Halfling]

Shortbow:
  • Telchur: (FB) CN

Shortspear:
  • Angarradh: (FRCS, F&P) CG [Elf]
  • Annam: (CDiv) NN [Giant]
  • Ares: (D&DG) CE, War [Olympian]
  • Athena: (D&DG) LG, War [Olympian]
  • Celestian: (CDiv) NN
  • Gruumsh: (FRCS, F&P) CE [Orc]
  • Lurue: (FRCS, F&P) CG
  • Odin: (D&DG) NG, War [Asgardian]
  • Sebek: (FRCS, F&P) NE [Mulhorandi]
  • Set: (FRCS, F&P) LE [Mulhorandi]
  • Sobek: (SS, D&DG) LE [Egyptian, Pharaonic]
  • Talos: (FRCS, F&P) CE
  • Telchur: (FB) CN
  • Ulutiu: (FB, FRCS, F&P) LN
  • Zeus: (D&DG) CG [Olympian]

Shuriken:
  • Lliira: (FRCS, F&P) CG
  • Mystra: (FRCS, F&P) NG/LN
  • Tymora: (FRCS, F&P) CG

Sickle:
  • Garyx: (Draco) CE [Dragon]
  • Olladra: (ECS, PGTE, FoE) NG
  • Sheela Peryroyl: (RotW, FRCS, F&P) NN [Halfling]
  • Theleya, The Fertile One: (RoS) NN [Goliath]

Sling:
  • Cyndor: (CDiv) LN

Spear:
  • Aventernus: (SW) LG
  • Ayailla: (BoED) NG
  • Boldrei: (ECS, PGTE, FoE) LG
  • Demeter: (D&DG) NN [Olympian]
  • Eadro: (CDiv) NN [Locathah, Merfolk]
  • Geshtai: (CDiv, SW) NN
  • Gruumsh: (PHB, D&DG) CE, War [Orc]
  • Hiatea: (CDiv, F&P) NG [Giant]
  • Hlal: (F&P) CN [Dragon]
  • Kaelthiere: (CDiv) NE, War [Salamanders, Efreet, Azer]
  • Kithin: (RotW) NN [Raptoran]
  • Kurtulmak: (CDiv, D&DG) LE [Kobold]
  • Set: (SS, D&DG) CE [Egyptian, Pharaonic]
  • Skerrit: (CDiv) NG [Centaur]
  • Telchur: (CDiv) CN
  • Tritherion: (CDiv) CG

Spiked Chain:
  • Kossuth: (FRCS, F&P) NN
  • Zoser: (SS) CN

Spiked Gauntlet:
  • Bahgtru: (FRCS, F&P) CE [Orc]
  • Bast: (SS) CG, War [Egypt]
  • Beltar: (CDiv) CE, War
  • Khostren: (GW) NE
  • Thard Harr: (FRCS, F&P) CG [Dwarf]

Spiked Heavy Shield:
  • Aurifar: (SS) NN

Tiger Claws:
  • Bast: (D&DG) CG, War [Pharaonic]

Trident:
  • Deep Sashelas: (CDiv, SW, FRCS, F&P) CG [Elf]
  • Hleid: (FB) NG
  • Osprem: (CDiv) LN
  • Poseidon: (D&DG) CN [Olympian]
  • Procan: (CDiv) CN
  • Sekolah: (CDiv, SW) LE, War [Sahaugin]
  • Soggelos: (GW) CG
  • Taiia (Creator): (D&DG) NN
  • The Devourer: (ECS, PGTE, FoE) NE
  • The Mockery: (SW) NE
  • Umberlee: (FRCS, F&P) CE
  • Yeathan: (SW) NE

Unarmed Strike:
  • Ilmater: (FRCS, F&P) LG
  • Ilsensine: (CDiv, F&P) LE [Illithid]
  • Null: (F&P) LN [Dragon]
  • Pan: (D&DG) CN [Olympian]
  • Pazrael: (F&P) CE
  • Phieran: (BoED) LG
  • Talona: (FRCS, F&P) CE
  • The Path Of Light: (ECS) LN
  • Yurtrus: (FRCS, F&P) NE [Orc]

Warhammer:
  • Aulasha, The Librarian: (RoD) LG [Illumian]
  • Dennari: (D&DG) CG
  • Durann: (GW) LG
  • Flandal Steelskin: (FRCS, F&P) NG, Metal [Gnome]
  • Gaerdal Ironhand: (FRCS, F&P) LG, War [Gnome]
  • Gelf Darkhearth: (RoS) CN, War [Gnome]
  • Ghaunadaur: (LoM, FRCS, F&P) CE [Drow, Aboleth]
  • Gond: (FRCS, F&P) NN, Metal
  • Good: (Spiritual Weapon, Weapon Of The Deity, Incarnate Weapon) _G
  • Grumbar: (FRCS, F&P) NN, Metal
  • Hephaestus: (D&DG), NG [Olympian]
  • Istishia: (SW, FRCS, F&P) NN
  • Kurtulmak: (F&P) LE, War [Kobold]
  • Laduguer: (CDiv, RoS) LE, War [Dwarf]
  • Laduguer: (FRCS, F&P) LE, Metal [Dwarf]
  • Lyris: (CDiv) NN, War
  • Maglubiyet: (F&P) NE [Goblin, Hobgoblin]
  • Moradin: (PHB, RoS, FRCS, F&P, D&DG) LG [Dwarf]
  • Onatar: (ECS, PGTE, FoE) NN, Metal
  • Skoraeus Stonebones: (CDiv, F&P) NN [Giant]
  • Stronmaus: (CDiv) CG, War [Giant]
  • Tharmekhul: (RoS) NN, War [Dwarf]
  • Thor: (D&DG) CG, War [Asgardian]

Whip:
  • Al-Isthus: (SS) NE, War
  • Azul: (SS) LE
  • Lolth: (CDiv, D&DG) CE [Drow]
  • Nepththys: (FRCS, F&P) CG [Mulhorandi]
  • Sharindlar: (FRCS, F&P) CG [Dwarf]
  • Sune: (FRCS, F&P) CG

#5

BadCatMan

Jan 31, 2008 20:12:37
Races

The following races all offer something special to the weapon master: a racial weapon proficiency, familiarity, attack bonuses, some special options later in their career, or simply the ever-useful bonus feat. Other races that have access to prerequisites for feats or PrCs will be mentioned with those sections.

Some of the following races have high LAs and racial HD. For the most part, these are not recommended - the weapon master is hungry for feats and class features, and doesn’t need to be nerfing himself any more than is necessary, though some racial features may just make them worthwhile.

Not all racial Weapon Familiarities convert an exotic weapon to a martial weapon. A few change a martial weapon to a simple weapon; these have been marked below. Keep an eye on your Familiarities – an exotic weapon treated as martial may be open to a feat or class feature that specifically applies to martial weapons. More importantly, a martial weapon treated as simple might just be useable with a Vow of Poverty or the Intuitive Attack feat and similar loopholes.

General
Show
  • Human: (PHB) A bonus feat is always nice, especially for the would-be weapon master. As is the Favoured Class (Any) and the bonus skill points.
  • Illumian: (RoD) The Illumian has two possibilities for any weapon it has Weapon Focus with:
    Aeshoon: Spend a turn/rebuke attempt to add Wis to damage with a weapon you have WF for, 2/day.
    Vaulesh: Expend a spell slot to add its spell level to AC and damage with a weapon you have WF for, 2/day.
  • Planetouched: (MM, FRCS) Some interpretations of the Planetouched races (Aasimar, Tiefling, Genasi) would say they have proficiency with all Simple and Martial weapons. Others do not. (ECL+1)
#6

BadCatMan

Jan 31, 2008 20:13:24
Classes, Alternate Class Features & Racial Substitution Levels

General
Show
  • Ardent: (CPsi) Any
    1+: Conflict Mantle: Gain WF (any)
  • Divine Mind: (CPsi) Any
    1+: Conflict Mantle: Gain WF (any)
  • Fighter: (PHB) Any
    1+: Bonus Feats, including access to the WS/GWF/GWF/Weapon Mastery/Weapon Supremacy feat chain.
  • Incarnate, Aasimar RSL 1: (MoI) Any Martial
    1: Martial Weapon: Gain MWP and WF
  • Psychic Warrior, ME Variant: (ME) Any
    1, 2: Soulbound Weapon: Gain WF. May summon a specific weapon with Call Weaponry and enhance it.
  • Ranger, Divine Variant: (CChamp) Finesse
    4, 8, 11, 14: Champion Of The Wild: Gain a bonus feat (including Weapon Finesse). Replaces spellcasting.
  • Sohei: (OA) Any
    1: WF
  • Sorcerer, Complete Mage Variant: (CMag) Any Martial
    Requirements: Skills: Knowledge (Arcana) 1
    1: Gain MWP and WF
#7

BadCatMan

Jan 31, 2008 20:15:28
Prestige Classes

General
Show
  • Anointed Knight: (BoED) Any (Ancestral Relic)
    Flavour: BAB Full, Warrior, Exalted
    Requirements: BAB: +5; AL: Good; Skills: Craft (Alchemy) 5, Knowledge (Arcana 3), Spellcraft 3; Feats: Ancestral Relic
    Features:
    2, 5, 8: Anoint Ancestral Weapon (Su): Gain addition enhancements for Ancestral Relic weapon
    3, 6, 9: Bonus Feat (including Sanctified Martial Strike)
  • Bloodstorm Blade: (ToB) Any
    Flavour: BAB Full, Warrior, Sublime
    Requirements: Skills: Balance 8; Feats: Point Blank Shot; 1 Iron Heart strike and 1 stance
    Features:
    1: Weapon Aptitude (Ex): Qualifies for Fighter feats, at -2 class level. May retrain the weapon of any weapon specific feat he possesses.
    3, 6, 9: Bonus Feat, from Fighter list. Must meet prerequisites.
  • Drunken Master: (CWar) Improvised
    Flavour: BAB Med, Monkish, Warrior
    Requirements: Skills: Tumble 8; Feats: Dodge, Great Fortitude, IUS; Flurry Of Blows; Evasion
    Features:
    1: Improvised Weapons (Ex): An improvised weapon deals increased damage.
    4: Improved Improvised Weapons (Ex): Use long improvised weapons as reach weapons, pronged items gain bonuses to disarm and flat items as shields.
    5: Greater Improvised Weapons (Ex): Extra damage with improvised weapons.
    9: Superior Improvised Weapons (Ex): Extra damage with improvised weapons.
  • Exotic Weapon Master: (MotW) All Exotic, Improvised
    Flavour: BAB Full, Warrior
    Requirements: BAB: +6; Feats: EWP (any free); Rage
    Features:
    1, 2: Partial Exotic Proficiency (Ex): Reduced non-proficiency penalty on all exotic weapons
    3: Full Exotic Proficiency (Ex): Gain EWP with all exotic weapons
    3: Improvised Throwing Weapons (Ex): Craft and use improvised thrown weapons
    4: Exotic Focus (Ex): Gain attack +1 with all Exotic weapons (does not stack with WF)
    3: Improvised Melee Weapons (Ex): Craft and use improvised melee weapons
    5: Greater Improvised Weapons (Ex): Improved improvised thrown and melee weapons
    5: Exotic Specialization (Ex): Gain damage +2 with all Exotic weapons (does not stack with WS)
    Status: Upgraded to Exotic Weapon Master in CWar
  • Exotic Weapon Master: (CWar) Exotic
    Flavour: BAB Full, Warrior
    Requirements: BAB: +6; Skills: Craft (weapon) 3; Feats: EWF, WF (exotic)
    Features:
    1, 2, 3: Exotic Weapon Stunt (Ex): Gain trick to use with an exotic weapon with WF:
    Close-Quarters Ranged Combat: No AoO with ranged weapon when threatened
    Double Weapon Defense: +1 shield AC with double weapon
    Exotic Reach: May use reach weapon to AoO foes with less-than-total cover
    Exotic Sunder: Deal extra damage on sunder attempts with one-or-two-handed weapon
    Flurry Of Strikes: Flurry-like attack with double weapon or spiked chain
    Ranged Disarm: Make a disarm attempt with a ranged attack
    Show Off: Intimidate opponent and leave him Shaken
    Stunning Blow: Use Stunning Fist with melee weapon
    Throw Exotic Weapon: Throw with no penalty
    Twin Exotic Weapon Fighting: Gain TWFing when wielding the same light exotic weapon in each hand, or gain reduced TWFing penalties if you already have the feat
    Trip Attack: Use one-or-two-handed weapon to make trip attacks, or gain increased bonus if weapon already does so
    Uncanny Blow: Deal extra damage from Str when two-handing a one-handed weapon
  • Justiciar Of Taiia: (D&DG) Any
    Flavour: BAB Med, Skilled, Divine
    Requirements: BAB: +4; AL: non-Good; Skills: Knowledge (Religion) 6
    Features:
    1: Gain Proficiency with any one weapon, simple, martial or exotic
  • Kensai: (CWar) Any
    Flavour: BAB Full, Warrior
    Requirements: BAB: +5; AL: Lawful; Skills: Concentration 5, Diplomacy 5, Ride 5; Feats: Weapon Focus, Combat Expertise
    Features:
    1: Signature Weapon (Su): Gain weapon enhancements on a specific weapon by spending XP
  • Master Of Masks: (CScou) Any
    Flavour: BAB Med, Various
    Requirements: Skills: Bluff 8, Disguise 8, Perform (act) 8; Languages: 4
    Features:
    1+: Persona Masks (Su): Gladiator Mask: Gain Proficiency with all Martial and Exotic weapons
  • Occult Slayer: (CWar) Any
    Flavour: BAB Full, Warrior
    Requirements: BAB: +5; Skills: Knowledge (Arcana) 4, Spellcraft 3; Feats: Weapon Focus, Improved Initiative
    Features:
    1: Weapon Bond (Su): Specific weapon deals extra damage versus spell-using creatures
  • Planar Champion: (MotP) Any
    Flavour: BAB Full, Warrior
    Requirements: BAB: +6; Skills: Knowledge (the planes) 4; Feats: Weapon Specialization
    Features:
    3: Attack Ethereal (Su): May freely attack ethereal and incorporeal creatures
  • Psychic Weapon Master: (ME) Any, must be Crystal
    Flavour: BAB Full, Warrior, Psionic
    Requirements: BAB: +5; Feats: WF, Dodge, Mobility, Power Attack, Psionic Dodge, Psionic Weapon; Psionics 3rd-level
    Features:
    1: Bonded Weapon: May enhance selected weapon by spending XP
    1 - 10: Psionic Damage: Deal maximum damage, gain additional uses by spending PP
    2, 4, 6, 8, 10: Increased Multiplier (Ex): Occasionally increased critical multiplier
    3: Psionic Weapon Focus: Gain attack +1 (stacks with WF)
    7: Improved Critical, or a further increased threat range if you already have IC
  • Royal Explorer: (S&S) Exotic
    Flavour: BAB Med, Skilled
    Requirements: Skills: Decipher Script 5, Intuit Direction 8, Profession (cartographer) 8, Wilderness Lore 5; Feats: Alertness, Endurance
    Features:
    1: EWP (any one exotic weapon)
  • Vassal Of Bahamut: (BoED) Any
    Flavour: BAB Full, Exalted, Warrior
    Requirements: AL: LG; BAB: +7; Skills: Craft (Armour) 5, Diplomacy 5; Feats: Sacred Vow, Vow Of Obedience
    Features:
    3, 6, 9: Bonus Feats (including Weapon Focus)
  • War Wizard Of Cormyr: (MoF) Any Martial
    Flavour: BAB Low, Arcane
    Requirements: AL: non-Evil, non-Chaotic; Skills: Spellcraft 10; Feats: Martial Proficiency (any), Enlarge Spell, Widen Spell; Arcane 4th-level
    Features:
    1: WF
  • Weapon Master (Kensei): (S&F, OA) Any
    Flavour: BAB Full, Warrior
    Requirements: BAB: +5; Skills: Intimidate 4; Feats: WF, Dodge, Mobility, Combat Reflexes, Combat Expertise, Whirlwind Attack, (Spring Attack); Dex 13
    Features:
    1 - 10: Ki Damage (Ex): Deal maximum base weapon damage
    2: Increased Multiplier (Ex): Increased critical multiplier
    3: Superior Weapon Focus (Ex): Attack +1, stacks with WF and GWF
    7: Ki Critical (Ex): IC, or increased threat range if you already have IC
    Status: S&F version upgraded to Exotic Weapon Master in CWar, OA version might not
#8

BadCatMan

Jan 31, 2008 20:16:51
Feats

General
Show
  • Ancestral Relic: (BoED) Any
    Requirements: Level 3, Good
    Benefit: Enhance a specific item with gold and treasure
  • Exotic Weapon Proficiency: (PHB) Exotic
    Requirements: BAB+1, (Str 13)
    Benefit: Gain EWP [Fighter]
  • Greater Weapon Focus: (PHB) Any
    Requirements: Ftr 8, WF
    Benefit: Gain +1 attack (total +2) [Fighter]
  • Greater Weapon Specialization: (PHB) Any
    Requirements: Ftr 12, WF, GWF, WS
    Benefit: Gain damage +2 (+4) [Fighter]
  • Hand Of Tyr: (WDCoS) One-Handed, Light
    Requirements: LG, Turn Undead
    Benefit: May not use right hand, but gain bonuses to attack, damage and will saves
  • Hellsword: (EoE) Any
    Requirements: AL Evil, Knowledge (the planes 9), WF
    Benefit: Deal extra unholy damage to a selected opponent. [Vile]
  • Improved Critical: (PHB) Any
    Requirements: BAB+8
    Benefit: Double threat range (doesn't stack with Keen/Impact) [Fighter]
  • Improved Sigil: (RoD) Any
    Requirements: Illumian, Aesh
    Benefit: Gain increased damage per power sigil for weapons with WF
  • Improved Weapon Familiarity: (CWar, RoS) Racial Exotic
    Requirements: BAB+1
    Benefit: Gain Weapon Familiarity with all racial exotic weapons [Fighter]
  • Martial Stalker: (CScou) Any
    Requirements: Martial Proficiencies, Ki Power
    Benefit: Stack Fighter & Ninja for Fighter-specific feats [Fighter]
  • Militia: (PGTF) All Martial
    Requirements:
    Benefit: Martial Proficiency [Regional]
  • Necropotent: (LM) Any
    Requirements: Ftr 4, WP, WF, WS
    Benefit: Deal extra damage vs Undead [Fighter]
  • Phalanx Fighting: (CWar) Light
    Requirements: BAB+1
    Benefit: Gain AC bonuses with a light weapon and heavy shield [Fighter]
  • Power Critical: (CWar) Any
    Requirements: BAB+4, WF
    Benefit: Bonus to confirm crits; may be taken multiple times [Fighter]
  • Sanctify Martial Strike: (BoED) Any
    Requirements: Cha 15, WF
    Benefit: Deal extra damage vs Evil outsiders and undead; Treated as Good to overcome DR (equivalent to Holy enhancement) [Exalted]
  • Sense Weakness: (Draco) Any
    Requirements: Int 13, WF, Combat Expertise
    Benefit: Overcome target's DR
  • Vile Martial Strike: (BoVD, EE) Any
    Requirements: Cha 15, Weapon Focus
    Benefit: Added Vile damage [Vile]
  • Vow Of Poverty: (BoED) Simple
    Requirements: Sacred Vow
    Benefit: Character takes a vow of poverty and may use no equipment, and may only use a non-masterwork, non-magical simple weapon. Character gains various bonuses, including:
    1, 2, 4+: Bonus Exalted Feat
    4, 10, 14, 17, 20: Exalted Strike (Su): Any weapon wielded gains an enhancement bonus, +1 to +5. At 10, any weapon wielded is treated as Good-aligned to overcome DR [Exalted]
  • Weapon Focus: (PHB) Any
    Requirements: BAB+1
    Benefit: Gain attack +1 [Fighter]
  • Weapon Specialization: (PHB) Any
    Requirements: Ftr 4, WF
    Benefit: Gain damage +2 [Fighter]
  • Weapon Supremacy: (PHB2) Any
    Requirements: Ftr 18, WF, WS, GWF, GWS, Weapon Mastery
    Benefit: Gain various combat bonuses related to selected weapon: resist disarms, wield freely in grapples, gain increased attack bonus for an extra attack on the full attack action, increased AC [Fighter]
#9

BadCatMan

Jan 31, 2008 20:18:46
Spells & Powers

I’ve included spells that create/summon any weapon, enhance a specific existing weapon (not including Magic Weapon and the like), or create a spell effect that works like a weapon and can be wielded (not including those that float around and attacks independently). Of the latter, some spell descriptions specifically state that they function just like a weapon and can be used with feats and abilities, but others are unclear. Check these carefully.

General
Show
  • Bloodletting: (CMag) Light
    Caster Level: Assassin 1, Hexblade 1
    Effect: Weapon deals bleeding wounds
  • Call Weaponry: (XPH) Any
    Caster Level: Psychic Warrior 1, Justice 1
    Effect: Summon a weapon (and ammo if needed) and add enhancement bonuses
  • Ironwood: (PHB) Wooden
    Caster Level: Druid 6
    Effect: Make a wooden weapon as strong as metal
  • Summon Weapon: (CMag) Light
    Caster Level: Assassin 2, Bard 2
    Effect: Summon a basic non-magical light weapon
#10

BadCatMan

Jan 31, 2008 20:25:56
And done.

For some reason, all my martially-oriented characters want to be weapon master types, though I was never very satisfied with the straight Fighter with WF-chain model. Just too boring and mechanically inept.

After reading some discussions on these boards, I was inspired on ways to do it better. Figuring a trawl through the material was in order, I did so, and made notes. After that, compiling it into a handbook was the next most obvious step. I couldn't find anything of the kind on the boards, so logically if I wanted one, I had to create one. This is my first handbook, and likely my last.

There's not a lot of optimization going on here; I'm not at all good with it. I leave that to you. I hope this resource is useful to others who want to master a weapon.

Please mention anything I've missed, or chime in with criticism and additional theories.
#11

surreal

Jan 31, 2008 20:39:54
How about some mention about those classes whose class features create their weapons? Soulknife/Soulbow/Illumine Soul, Shadowsmith (ToM), er... I'm sure there are at least a couple others. In general these classes are pretty sub par, but since their entire raison d'être (too lazy to find put the accents in) revolves around their weapon, I think they should at least get some sort of mention.
#12

BadCatMan

Jan 31, 2008 20:46:08
I considered those, but decided they were more like class features than anything else and left them out, mainly to cut down on work. I waffled about them in the sections about availability, upgrading and not losing.

But you're right, they are weapons, and they are limited to using them, making them proper weapon masters, so I'll include them in a later update. Probably with the monstrous races and feats. Thanks.

EDIT: Included monstrous races and feats.
#13

keldar

Jan 31, 2008 21:23:39
A very thorough listing. However, your format isn't particularly user friendly.
I'd recommend breaking it down in sblock format, with each weapon type having its own sblock. Break it down into General, Melee, Ranged, Slashing, Piercing, Bludgeoning, and specific weapon. That would make it easy for someone looking for abilities for their Weapon Master to find the relevant material.
#14

BadCatMan

Jan 31, 2008 21:59:22
Consider it SBLOCKed.

I thought about sorting them as you suggest, but as some things tend to fit in different categories or apply to multiple specific weapons, I thought it might become over-elaborate. Hmm. I'll see what I can do.
#15

true_shinken

Jan 31, 2008 22:17:42
Wow, very nice handbook, congratulations. I think (Greater) Mighty Wallop, (Greater) Magic Weapon and Flame Blade spells deserve mention. There are many spells similar to Flame Blade that deserve mention, actually.
#16

kids

Feb 01, 2008 0:53:19
Great job, I already see a few of my future characters inspired by this. I think it was the right decision not to put in too many optimization notes because as soon as spiked chain is mentioned everyone gets depressed...
#17

nexis

Feb 01, 2008 1:22:11
You might want to mention the Aurorum material from the book of Exalted Deeds. Allows you to reforge your weapons that might be sundered for the low price of 4,000 moneys.
#18

surreal

Feb 01, 2008 2:06:55
All those PrCs and Eberron stuff and you don't have Exorcist of the Silver Flame? Practically every one of their class abilities has the word "weapon" in it.
#19

zarzak

Feb 01, 2008 2:47:15
All those PrCs and Eberron stuff and you don't have Exorcist of the Silver Flame? Practically every one of their class abilities has the word "weapon" in it.

+1

Super cool weapon focused class. : ) 4 caster level loss, so good for a paladin, or a really, really, really weapon focused cleric ...
#20

BadCatMan

Feb 01, 2008 8:33:06
Updated: The following have been added:
  • Normal Races: Illumian (complete missed their sigil comboes last time - WF)
  • High ECL Races: Avariel (lasso, bolas), Chitine (short sword), Gnoll (FR: UE version, battleaxe, shortbow), Slyth (flutterblade), Taer (greatclub, longspear), Thri-Kreen (gythka, chatkcha)
  • Classes: Soulknife, and Mind's Eye variant (Mind Blade - short sword, longsword, bastard sword)
  • PrCs: Atavist (for Soulknife), Shadow Sentinel (Illumian, slashing), Illumine Soul (SK), Soulbow (SK - longbow),
  • Feats: Soulknife feats from Complete Psionic. Have merged all 4 double weapon mind blade feats into a single feat, as it should been all along. (SK - dire flail, dwarven urgrosh, orc double axe, two-bladed sword)
  • Monstrous Feats: Axeshield (Grimlock, battleaxe), Brand Of The Nine Hells (Devil, longsword, greatsword)), Long Reach (Gnoll, Volodni, spears), Stonewalker Fist (Urdunnir, unarmed*)



Exorcist Of The Silver Flame: You only need 24 hours to get attached to a weapon, and that's just carrying it. There's nothing here that requires a character specialize in any type of weapon.


Thanks everyone. I'll get to those other suggestions sometime. I can see I won't be finished at this for a long time.
#21

arz

Feb 01, 2008 9:59:09
I'm AFB so I can't mention all the things from SoS but there is significant content for mastery therein. You did miss Monk Spade Mindblade[feat] and probably missed one of the weapon specific feats which I'd have to scan back over book in hand to check for you.

Also, the Marriner class from DL has proficiency with Net & Trident, good BAB, two good saves, skilled, and has limited bonus feats; Arr!

Excellent work. I know why you avoided it but I would still like some critique of the various weapons. You might want to link some of the less biased CO critiques of certain weapons.
#22

surreal

Feb 01, 2008 11:08:59
Flind Gnoll (MM3) - Flindbar
Greenspawn Sneak (MM4) - Dragonsplits
Greathorn(?) Minotaur (MM4) - Greathorn Hammer (I forget the exact names)
#23

doink1212

Feb 01, 2008 12:46:52
Races

The following races all offer something special to the weapon master: a racial weapon proficiency, familiarity, attack bonuses, some special options later in their career, or simply the ever-useful bonus feat. Other races that have access to prerequisites for feats or PrCs will be mentioned with those sections.

Some of the following races have high LAs and racial HD. For the most part, these are not recommended - the weapon master is hungry for feats and class features, and doesn’t need to be nerfing himself any more than is necessary, though some racial features may just make them worthwhile.

Not all racial Weapon Familiarities convert an exotic weapon to a martial weapon. A few change a martial weapon to a simple weapon; these have been marked below. Keep an eye on your Familiarities – an exotic weapon treated as martial may be open to a feat or class feature that specifically applies to martial weapons. More importantly, a martial weapon treated as simple might just be useable with a Vow of Poverty or the Intuitive Attack feat and similar loopholes.

Show
  • Aquatic Elf: (SW) Proficiency with Trident, Longspear & Net.
  • Asherati: (SS) Weapon Familiarity with Eagle’s Claw.
  • Avariel: (RoF) Proficiency with Lasso, Bolas (ECL+3)
  • Chitine: (UD) Weapon Familiarity (Simple) with Short Sword (ECL+4)
  • Drow: (MM) Proficiency with Short Sword, Rapier and Hand Crossbow. The Drow is LA +2, but it has access to certain style feats found in Eberron sourcebooks relating to the Xen’drik Boomerang, Drow Long Knife and Drow Scorpion Chain, as well as those in DotU and others. The Lesser Drow variant (PGTF) gets the same, but with no pesky LA.
  • Dwarf: (PHB) Weapon Familiarity with Dwarven Waraxe and Dwarven Urgrosh. Most dwarven sub-races will have this. The dwarf also has access to a number of weapon specialist feats, class features and prestige classes, particularly relating to Axes and Hammers.
  • Gnoll: (UE) Weapon Familiarity (Simple) with Battleaxe, Shortbow (ECL+3)
  • Gnome: (PHB) Weapon Familiarity with Gnome Hooked Hammers. Most gnomish sub-races will have this.
  • Halfling: (PHB) +1 racial attack bonus with Thrown weapons and Slings. Most sub-races will have this. Also has access to a number of weapon specialist feats, class features and prestige classes, particularly relating to thrown weapons. The strongheart halfling subrace (FRCS) gets all this and a bonus feat too, making it strictly better for the halfling weapon master.
  • Human: (PHB) A bonus feat is always nice, especially for the would-be weapon master. As is the Favoured Class (Any) and the bonus skill points.
  • Illumian: (RoD) The Illumian has two possibilities for any weapon it has Weapon Focus with:
    Aeshoon: Spend a turn/rebuke attempt to add Wis to damage with a weapon you have WF for, 2/day.
    Vaulesh: Expend a spell slot to add its spell level to AC and damage with a weapon you have WF for, 2/day.
  • Neanderthal: (FB) The Neanderthal gets a +1 racial attack bonus on a range of “primitive” weapons ranging from the simple to the exotic: Bolas, Club, Dart, Greatclub, Goad, Harpoon, Iuak, Javelin, Longspear, Quarterstaff, Ritiik, Shortbow, Shortspear, Sling, Spear, Sugliin, Throwing Axe and Tiger Club. Proficiency is not given however.
  • Raptoran: (RotW) Weapon Familiarity with the Footbow, though you’d want to be playing a raptoran anyway to be using one.
  • Sea Kin: (RoD) Weapon Familiarity (Simple) with Tridents and Nets.
  • Slyth: (UD) Weapon Familiarity with Flutter Blade (ECL+2)
  • Taer: (UE) Weapon Familiarity (Simple) with Greatclub, Longspear (ECL+3)
  • Thri-kreen: (XPH, FRSS) Weapon Familiarity with Gythka, Chatkcha (ECL +4 or +3)
  • Underfolk: (RoD) Weapon Familiarity (Simple) with Light Picks and Heavy Picks.
  • Wild Dwarf: (RoF) Proficiency with Handaxe and Blowgun.
#24

phaedrusxy

Feb 01, 2008 13:34:58
Wow. Very thorough.
#25

cyrocloud

Feb 01, 2008 14:59:54
The only thing I have to add is that you should probably add Outsiders under races. This is since they recieve profeciency with all simple and martial weapons plus any under their description. So +1 LA races like aasmir, tiefling and gensai.
#26

BadCatMan

Feb 02, 2008 5:37:44
Updates:
* Have sorted Races, Classes, PrCs and Feats into General, General Melee, General Ranged, Bludgeoning, Piercing, Slashing, Deity, Unarmed & Monk Abilities, and Specific Weapons. Let me know how the current scheme works for you lot.
* Add Vow Of Poverty (since you can only wield a simple weapon anyway), Aurorum material, and Monk's Spade Mind Blade.

I'll get to the others later.

EDIT:
And:
* Gladiator PrC (S&F, slashing)
* Flind Gnoll, Greenspawn Sneak, Greathorn Minotaur (though it's ECL+17 rather defeats the purpose)
* Planetouched - Added, though personally I don't think they should gain proficiencies, so I added a proviso.

I'm finding things that grant Simple and Martial proficiencies to be really quite common and not worthing adding. The inevitable level of Fighter or whatever negates the racial bonus. Exotic weapon proficiencies or weapon familiarities only, please.
#27

keldar

Feb 02, 2008 7:06:30
Great reorganization! I was just about to copy the material to lend a hand with it during some downtime tonight.

The only thing you need to do is put it in a DOC file and submit it to the Char.Op. PDF Compilation.

Very nice!
#28

BadCatMan

Feb 04, 2008 5:29:11
Updated:
* A pile of spells and weapon enhancements from D&D and FR sourcebooks. And psionic powers, and an incarnum whatsit. I've chosen only those that create/summon a weapon, create a magical effect that resembles a weapon and can be wielded, and spells that enhance specific weapons (not general enhancements like Magic Weapon).
#29

eldariel

Feb 04, 2008 7:16:39
Just about the options for qualifying for Weapon Focus-line:
Fighter/Swashbuckler gets a lot better if you pick up Daring Outlaw and a Rogue-level or Initiator-levels (available through Fighter rather easily as you can pick up Martial Study and Stance as Fighter-bonuses and pick up Assassin's Stance). Then your Swashbuckler-levels get Sneak Attack and you'll suddenly have a whole lot more to work with.
#30

BadCatMan

Feb 05, 2008 18:43:21
Updated:
* Weapon specific spells from Eberron sourcebooks
* Made mention of Eldariel's idea
* Highlighted all references to weapons in the index for easy finding
#31

BadCatMan

Feb 10, 2008 1:30:19
Updated:
* Drunken Master (improvised weapons)
* Knight (lance)
* Complete Champion Monk and Ranger variants
* Snowflake Wardance feat (slashing)
* BoVD spells Boneblade (long, great & short swords), Vile Lance (shortspear)
* Gold and Platinum Heavy Weapons (turns existing weapon Exotic)
#32

dakr

Feb 10, 2008 11:35:27
I'd never noticed how useful can Weapon Aptitude be. You can apply it to use some cool feats like Quickstaff and Lightning Mace with better weapons (and, in the latter case, with a better threat range one).

I also found out that Feycraft Weapons (DMG II) is a good way to let you finesse your longsword. That can actually benefit Champions of Corellon who want to use Snowflake Wardance or go Bladesinger (for some odd reason). You could also flurry with it by picking Whirling Steel Strike, with no need to pick a Warblade level. Yeah, I know that's a little off-topic, but I wanted to share it with someone.
#33

true_shinken

Feb 13, 2008 23:17:55
I'd never noticed how useful can Weapon Aptitude be. You can apply it to use some cool feats like Quickstaff and Lightning Mace with better weapons (and, in the latter case, with a better threat range one).

I also found out that Feycraft Weapons (DMG II) is a good way to let you finesse your longsword. That can actually benefit Champions of Corellon who want to use Snowflake Wardance or go Bladesinger (for some odd reason). You could also flurry with it by picking Whirling Steel Strike, with no need to pick a Warblade level. Yeah, I know that's a little off-topic, but I wanted to share it with someone.

This also applies to the War affiliation in Complete Champion. Quite good.
#34

ShakaUVM

Feb 14, 2008 2:22:54
Wow, really neat idea combining monk weapons with adaptive weapons...

Imagine a fighter/monk wielding a +1 keen adaptive heavy jovar with the lightning maces, circle kick and great cleave feats. Flurry and stunning fist through the 3d6 weapon.

He crits on a 15-20, and every time he crits he picks up two additional attacks at the same attack bonus, and every time he kills an enemy he gets one additional attack. That could get totally out of control. :D

Hmm, maybe if combined with avalanche of blades...

I'll have to look through those crappy weapon specific feats again... that's a brilliant idea, dude.
#35

mech

Feb 14, 2008 2:23:02
i would suggest Thayan Gladiator from Champions of Ruin...lotsa flavor and really makes your natural weapons hurt..sure there are better ways to optimize it..but they definitely focus on one weapon.

Also a question for you. im confused on the racial sub lvl for halfling rogues...with that +1d6 ranged and +0 melee...does that stack with the original +1d6...because if it doesn't...those RSL lvls are entirely for flavor. because Sneak attack can be used within 30ft anyway.
#36

dakr

Feb 14, 2008 2:46:50
Wow, really neat idea combining monk weapons with adaptive weapons...

Imagine a fighter/monk wielding a +1 keen adaptive heavy jovar with the lightning maces, circle kick and great cleave feats. Flurry and stunning fist through the 3d6 weapon.

He crits on a 15-20, and every time he crits he picks up two additional attacks at the same attack bonus, and every time he kills an enemy he gets one additional attack. That could get totally out of control. :D

Hmm, maybe if combined with avalanche of blades...

I'll have to look through those crappy weapon specific feats again... that's a brilliant idea, dude.

Throw in Blood in the Water stance, Bless Weapon, and, perhaps, Flay Foe (+1d6 dmg if you already hit your foe this round). Nifty.
#37

true_shinken

Feb 14, 2008 5:45:14
There was a thread on this some time ago (abusing aptitude weapons).
#38

carnivore

Feb 14, 2008 5:50:20
this is a great Handbook .... well done ..... i cant believe i didnt see this before

:D
#39

BadCatMan

Feb 14, 2008 6:05:37
And throw in Crushing Strike (PHB2) so that each successful hit gives a cumulative +1 on attack rolls: +1, +2, +3... The more you hit, the more likely you are to continue hitting. If it goes on long enough, and the bonuses get high enough, it will become unstoppable. Well, until your opponent is dead or you roll a couple of 1s.

I noticed War Affiliation at the beginning and included it, but didn't think anything of it bar an interesting novelty. And this one is a lot clearer in its (ab)uses than Aptitude Weapon.

And despite the awesomeness of Aptitude Weapon or War Affiliation abuse, I either can't or don't dare use them on my own characters. Sigh.

Still, it's great to see weapon mastery become a powerful tactic. Even if it is going to wind up back at Jovars and Spiked Chains. :P

Thayan Gladiator: Cool, but I was trying to avoid natural weapons and unarmed fighting. But then, given the possibilities of Aptitude Weapon and War Affiliation abuse... I might do them one day.

Halfling Rogue RSL: It stacks. 1st level: 2d6 SA with thrown/slings, 0 with melee. 3rd level: 3d6 SA with thrown/slings, 1d6 with melee.


I'll have more updates tomorrow or at my earliest convenience thereafter. Including a grand list of all deities, their favoured weapons and mention of those with the War or Metal domains. And maybe some links and of course mention of these new tricks and tactics.
#40

dakr

Feb 14, 2008 6:15:39
And throw in Crushing Strike (PHB2) so that each successful hit gives a cumulative +1 on attack rolls: +1, +2, +3... The more you hit, the more likely you are to continue hitting. If it goes on long enough, and the bonuses get high enough, it will become unstoppable. Well, until your opponent is dead or you roll a couple of 1s.

The problem is, Crushing Strike isn't a feat that applies to a single weapon, meaning it's not subject to the referred abuse (perhaps with aptitude weapon - I don't know the wording for that enhancement). You'd still be stuck with bludgeoning weapons, which have shorter threat range anyway (but perhaps you could use something better than freaking light maces).
#41

BadCatMan

Feb 14, 2008 7:11:24
Aptitude Weapon might, but it's vague. Anyway, that was what ShakaUVM was referring to, I think, when he said "adaptive".

It's certainly better than nothing when you are only wielding freaking light maces.
#42

dakr

Feb 14, 2008 7:32:59
It's certainly better than nothing when you are only wielding freaking lightning maces.

yeah, and that goes for aesthetics too. You know, a dual light mace wielder kinda reminds me of a cheerleader.
#43

carnivore

Feb 14, 2008 8:07:33
wow ... how about this .... :

Lightning Mace +Crushing Strike + Avalanche of Blades = loads of Attacks

+ additional AoO when criting





Crushing Strike
[General]
(PH2 p78)
Base Attack Bonus +14
Weapon Focus (any
bludgeoning)
Weapon Specialization
(any bludgeoning)
Melee Weapon Master –
Bludgeoning
When making a Full Round Attack with any Bludgeoning melee weapon, you receive a +1 cumulative
bonus on attack rolls for each roll that has hit this round (i.e., it restarts at +0 at the start of each round).

Avalanche of Blades
Diamond Mind (Strike)
Level: Swordsage 7, warblade 7
Prerequisite: Three Diamond Mind maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again.
You lash at an opponent. If your attack hits, you repeat the same attack again and again at nearly superhuman speed, allowing you to score multiple hits in a blur of activity. Unfortunately, as soon as an attack misses, your tempo breaks, and this delicate maneuver crumbles into a flurry of wasted motion.
As part of this maneuver, you make a single melee attack against an opponent. If that attack hits, resolve your damage as normal. You can then make another attack against that foe with a –4 penalty on your attack roll. If that attack hits, you can make another attack against that opponent with a –8 penalty. You continue to make additional attacks, each one with an additional –4 penalty, until you miss or your opponent is reduced to –1 hit points or fewer. You must direct all these attacks at a single foe.

:D
#44

BadCatMan

Feb 14, 2008 8:37:06
yeah, and that goes for aesthetics too. You know, a dual light mace wielder kinda reminds me of a cheerleader.



Actually, I'm thinking of Philippino Eskrima/Arnis/Kali sticks, or Irish stick fighting. Suddenly it becomes a legitimate style.

The A&EG suggests a club for the sticks, but that seems too heavy, like a baseball bat, and clubs and light maces are nearly identical. Re-envisioning the light mace as a rattan stick makes sense. My martial arts instructor will be introducing some Eskrima some time, so I guess I'll find out then what it's actually like.
#45

dakr

Feb 14, 2008 12:52:08


Actually, I'm thinking of Philippino Eskrima/Arnis/Kali sticks, or Irish stick fighting. Suddenly it becomes a legitimate style.

The A&EG suggests a club for the sticks, but that seems too heavy, like a baseball bat, and clubs and light maces are nearly identical. Re-envisioning the light mace as a rattan stick makes sense. My martial arts instructor will be introducing some Eskrima some time, so I guess I'll find out then what it's actually like.

That's indeed a lot cooler than wielding a pair of iron popsicles ;)

Back into topic... some other good feats - in this case, for drow (or lesser drow) weapon masters:

Drow Scorpion Warrior (SoX): this tactical feat is awesome as it is. Wielding a pair of drow long knives potentially enables you to deal Con damage every time you score a crit, and deal extra 1d4 damage per hit whenever you hit with 2 knives in the previous round. It's not exploitable by either War Affinity or Warblade's Aptitude (since it applies to drow knives and scorpion chains), but, when coupled with Blood in the Water and Lightning Mace (with Improved Crit to boot), it becomes quite a deadly feat. It has its uses when wielding a Drow Scorpion Chain too, but they're not that hot.

Vae School (DotU): while not exclusive for drow, flavorwise it is, since it's a style from a drow house and all. This feat makes spiked chain (or scorpion chains) a little better, since they were so weak. It enables an auto-trip attempt whenever you hit an opponent with it (but only 1/round), with no chance of being tripped yourself if you fail. Because of Improved Trip (a pre-requisite), you then get another further attack against your opponent. Excellent complement for drow crusaders/exotic weapon masters.
#46

ShakaUVM

Feb 15, 2008 12:18:38
Sorry, meant to say Roundabout Kick instead of Circle Kick.
#47

BadCatMan

Feb 15, 2008 22:04:40
Added:
* Ritual: Blade Communion Of Handling (FoE; warforged, any focus weapon)
* Cleric, Revered Ancestor Domain: (FoE) Double Scimitar
* Sorcerer, Complete Mage Variant: (CMag) Martial WP and WF
* Hellsword feat (EoE) any, unholy damage
* Twist The Knife feat (EoE) Any Melee, crit options
* Planar Touchstone (Catalogues Of Enlightenment): (PLHB) Gain a domain

And I've added deities together with the relevent domains (War, Metal, etc) and their favoured weapons, from bastard sword to heavy pick.

EDIT: ...to punching dagger.

EDIT: All deities done.
#48

Omen_of_Peace

Feb 23, 2008 19:55:06
Nice guide !

Nitpick: Telekinetic Boomerang (in Ranged Spells/Powers) is much better than Returning - the thrown weapon returns to your hand at once. I'm using it with one of my current characters, so... ^^
#49

jameswilliamogle

Feb 23, 2008 22:29:18
Nice guide! Me likey!

I think some specific weapons might deserve enough merit to get their own entries. The Spiked Chain is one, for the insane builds that focus on it, but I think that the Morningstar deserves one as well.

Morningstar: This one is special because its the only weapon that does two types of damage simultaneously (please verify). Crushing Blow, Devastating Blow, Driving Attack, Three Mountains all combine very nicely to get some great melee options, and some nice debuff capability. Its Greater Mighty Wollopable, too, which is nice. Being one handed, and simple, means that many characters can take advantage of it.

Also, The Triad vestige grants proficiency in all exotic weapons.
#50

surreal

Feb 24, 2008 1:43:59
Morningstar: This one is special because its the only weapon that does two types of damage simultaneously (please verify).

Tigerskull Club - 1H exotic (hello uncanny blow), 1d8x4, piercing/bludgeoning, +2 disarm/trip
#51

dakr

Feb 24, 2008 7:50:42
Actually, the sage already stated you can benefit from 2 melee weapon masteries with the same weapon.
#52

jameswilliamogle

Feb 24, 2008 8:23:18
Tigerskull Club - 1H exotic (hello uncanny blow), 1d8x4, piercing/bludgeoning, +2 disarm/trip

ah, thanks for that! Still, you'd lose out on Three Mountains w/ that (though its not that bad, since you can't driving attack + three mountains anyways).
#53

BadCatMan

Feb 24, 2008 23:03:55
I have weapons!

Eskrima sticks (aka Arnis, Kali) are cool, I love using them. Owning and using weaponry is addictive, I can hardly stop myself training with them, let alone think about it.

What's more, the style is adaptable to many other weapons, which is a good excuse for aptitude abuse. At the very least, I swear that they should be light mace stand-ins for Lightning Mace.

Updated:
* Add War Affiliation to the Aptitude section, expanded on the idea and linked to several threads related to each.
* Telekinetic Boomerang corrected.

I'll get to other WotC website material and special combos and tactics at some other time.
#54

surreal

Feb 25, 2008 1:09:58
Actually, the sage already stated you can benefit from 2 melee weapon masteries with the same weapon.

He did? I could have sworn I saw rulings to the contrary. Meh, if it were up to me I'd allow it. It's not like it makes that much of a difference in the long run.
#55

gryftir

Feb 25, 2008 1:49:17
Nice.

if memory serves, Lightning Mace works on a critical threat, and thus should activate even on things immune to crits, which is why it's superior to snap kick.
#56

ShakaUVM

Feb 25, 2008 2:22:47
Nice.

if memory serves, Lightning Mace works on a critical threat, and thus should activate even on things immune to crits, which is why it's superior to snap kick.

You mean roundabout kick?

But yeah, there's also the bit about missing sometimes on the confirmation roll. Lightning Mace with a heavy jovar should toss out at least one extra attack a round on average, which is pretty nice. If you confirm, that's an extra swing from roundabout kick, but I think that has to be on the same target, so maybe not so good, especially if the crit kills the target.
#57

carnivore

Feb 25, 2008 5:08:28
You mean roundabout kick?

But yeah, there's also the bit about missing sometimes on the confirmation roll. Lightning Mace with a heavy jovar should toss out at least one extra attack a round on average, which is pretty nice. If you confirm, that's an extra swing from roundabout kick, but I think that has to be on the same target, so maybe not so good, especially if the crit kills the target.

i dont think this works.... notice:

Lightning Mace[Style](CWar p113)req:Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light mace)
If fighting with a Light Mace in each hand, anytime you threaten a Critical, you gain an additional attack at the same attack bonus.

Heavy Jovar.... is not a Light mace.... also all hands must have light maces in them

:D
#58

Xeraph

Feb 25, 2008 5:44:00
I'd love to see a combo section. Like the one Tome of Battle comepndium has.
#59

the_shaman

Feb 25, 2008 13:46:45
Has someone mentioned the Peerless Archer from Silver Marches? It's imo one of the definitive archer PrCs, and deserves mention here for its skill at bows. Power attacking with bows itself is a rare and much sought-after feature that many characters may be interested in. I reviewed it for Antarx's Ranger Handbook (shameless plug alert ;) ) - keep in mind it's more oriented towards feat-heavy builds such as those including a few fighter/psychic warrior/scout (4+) levels.

Show
Peerless Archer Silver Marches: the Deepwood Sniper is the iconic PrC for long-range bowmeisters, but the Peerless archer is the stuff for a quick-draw bowslinger who can pincusion his foe from point-blank range. The feat prerequisites are harsh, and the low number of skill points indicate that the PrC was designed for warriors. Tough luck - rangers make decent archers and their skills and tricks can only help them move in, get the shot, and move out. The PrC offers you some sweet tete-a-tete goods like ranged sneak attack (4 dice), preparing MW and magic arrows, using your bow as a reach weapon (I wonder if you can flank, I haven't read SM recently) and, get this, power attack with bows. Oh, among other things. A ranger 6/fighter or rogue 4 can make good use of it, and a ranger 6/PsyWarrior 2 can use an unorthodox way to get a few extra feats (and fell shot+ranged power attack go together so well...). A good PrC that, best of all, does not bother you with race or alignment. Still, if you do have certain race and alignment later it mixes well with the Justice of Weald and Woe - another PrC with bow focus and stealth abilities, which also gives you a few feats you can use to meet the PA prerequisites.
#60

abusepuppy

Feb 25, 2008 15:07:36
i dont think this works.... notice:

Lightning Mace[Style](CWar p113)req:Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light mace)
If fighting with a Light Mace in each hand, anytime you threaten a Critical, you gain an additional attack at the same attack bonus.

Heavy Jovar.... is not a Light mace.... also all hands must have light maces in them

:D

I believe the idea is that you use the Aptitude weapon enhancement to allow you to Lightning Mace Style with other types of weapons. The trick is a little iffy, but if it works it's very strong.
#61

ShakaUVM

Feb 25, 2008 15:29:45
i dont think this works.... notice:

Lightning Mace[Style](CWar p113)req:Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light mace)
If fighting with a Light Mace in each hand, anytime you threaten a Critical, you gain an additional attack at the same attack bonus.

Heavy Jovar.... is not a Light mace.... also all hands must have light maces in them

:D

That's what's neat about aptitude weapons, as the OP points out -- any feat that works for one specific weapon works for the weapon being wielded.

All your hands have heavy jovars in them, so you should be fine.

If you want to require it to be TWFed, then dual wielding keen rapiers/kukris works just as well. Could be used for some ridiculous amounts of sneak attack, actually.
#62

dakr

Mar 06, 2008 6:10:14
Secrets of Sarlona brings 2 good feats for weapon masters (all the better when using aptitude weapons or Warblade's Weapon Aptitude):

Stonebreaker: when using 2 picks, you can rend as a swift action. Nice, but quite boring, actually.

Wind and Fire: ok, this one rocks. When wielding cutting wheels (light exotic weapon from the same book), when you hit with both of your cutting wheels in the same round, the creature bleeds for 1 point per round, until magically healed or a DC 15 healing check is made. The writing doesn't allow it to trigger more than once per round, but, otherwise, the bleeding is cumulative.
#63

BadCatMan

Mar 11, 2008 0:01:16
Belated updates:
* Affiliations: Added Land Of Honor (PHB2, bastard sword, AKA "look at me, I'm Japanese!"), Wintervein Dwarves (PHB2, urgrosh and waraxe), redid the others
* Feats: Charming The Arrow (Fey Features, Cha instead of Dex on bows and crossbows), corrected Stone Breaker (SoS, picks)
* PrCs: Added Peerless Archer (SM, bows)
* Vestiges: Added the Triad (Mind's Eye, proficiency in everything
* Spells: Cloud Spear (Far Corners Of The World, spear)
* Races: Valenar Elf (PGTE, double scimitar, and I thought Eberron didn't do subraces?)

Already included:
* Wind And Fire

I hope to get around to adding in some combos and tricks at some point.
#64

the_shaman

Mar 30, 2008 0:45:54
wow ... how about this .... :

Lightning Mace +Crushing Strike + Avalanche of Blades = loads of Attacks

Ok so far, but how about adding Pulverize Foe from CoR for a little extra damage on subsequent attacks?

Speaking of bludgeoning weapons, some day I want to try a monk/shou disciple/? with Three Mountains and greater flurry with a greatclub or some heavy hammer. From then on you can go for another typical specialist class, i.e. Weapon Master, or an all-around useful class like the Warmind.
#65

BadCatMan

May 19, 2008 6:58:28
Gosh, where have I been?

Updates:
  • Deity Favoured Weapons: Updated Spirits Of The Past, Add Law, Chaos, Good, Evil, Neutral options.
  • Soulborn: (MoI) Dwarf and Elf RSLs (Warhammer and Bows)
  • Flowing Blade: (Dragonshards) Makes Mind Blade a Monk weapon
  • Born Duelist: (OA) Bonus for Miromoto Niten Master (bastard sword)
  • Ice Gauntlet: (SC) creates icy spiked gauntlet
#66

carnivore

May 17, 2009 14:34:12
to save this resource

:D
#67

Endarire

Aug 09, 2009 20:35:04
Keepin' it current.
#68

spiral_rider_h

Sep 21, 2010 11:11:54
Not sure if this was the best place to post a build, but I came up with a light mace specialist I wanted to share.

Human Fighter (Skilled City-Dweller) 6/Tempest 4/Fighter +6/Swashbuckler* 3/Tempest +1

Feat selection
1 - Weapon Focus (light mace) (Fighter bonus), Two-Weapon Fighting, Dodge (Human bonus)
2 - Mobility (Fighter bonus)
3 - Combat Reflexes
4 - Spring Attack (Fighter bonus)
6 - Pulverize Foe (Fighter bonus), Improved Two-Weapon Fighting
9 - Weapon Specialization (light mace)
12 - Melee Weapon Mastery (bludgeoning) (Fighter bonus), Greater Two-Weapon Fighting
14 - Crushing Strike (Fighter bonus)
15 - Improved Critical (light mace)
16 - Lightning Mace
17 - Weapon Finesse (Swashbuckler bonus)
18 - Daring Outlaw

* if DM will allow the Shield of Blades ACF from Player's Handbook II to qualify for Daring Outlaw, I'd take that variant as well.

The concept itself is pretty simple (and probably completely unoriginal). TWFing with light maces to take advantage of feats like Pulverize Foe, Crushing Strike, and eventually Lightning Mace. I would've liked to have taken Lightning Mace earlier in the build, but without some form of critical augmentation (I usually plan on low-gold campaigns, as that's how they usually go), the low chances seemed eclipsed in early gameplay by Pulverize Foe.

The three levels of Swashbuckler and the Daring Warrior feat gets you Weapon Finesse for free (which may reduce MAD... although it won't do so until late in the game), insightful strike (if you have a decent enough INT mod to add it in. I like the "Not-So Big Stupid Fighter" types), and a +2 to Reflex saves, and at least a +3 to AC (or, if you take the ACF as mentioned above, a less selective +4 bonus).

Tempest does what it does best: gets rid of those pesky TWFing penalties, plus a bump to AC. And that is always welcomed.

It kind of reminds me of Kick-Ass. Y'know... if he was competent.
#69

wild_law

Mar 05, 2013 6:50:15
Ok, i have a question and i hope anyone can find a book or official guide that helps me becouse my DM its a douche...

I want to use a jovar (exotic weapon) cause i`m tired of my old Greatsword. I have all the feats for that weapon (focus, especialization, etc) and i dont wanted to waste it, so my question is:

The jovar description: "The greatswordlike weapon is weighted oddly, but in the hands of a trained wielder, the blows landed with the blade are more likely to deal considerable damage."

its right to assume that i can use my greatsword fetas with a jovar? Just like an Elven courtblade, wich ITS NOT a greatsword, but they are so familiar that the description says "Characters proficient with the elven courtblade may treat it as a greatsword for the purpose of any of the following
feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization."

and if so, its right to assume that other similar weapons, like a mercurial greatsword use the same rule?
#70

draco1119

Mar 05, 2013 11:38:54
I want to use a jovar (exotic weapon) cause i`m tired of my old Greatsword. I have all the feats for that weapon (focus, especialization, etc) and i dont wanted to waste it, so my question is:

The jovar description: "The greatswordlike weapon is weighted oddly, but in the hands of a trained wielder, the blows landed with the blade are more likely to deal considerable damage."

its right to assume that i can use my greatsword fetas with a jovar? Just like an Elven courtblade, wich ITS NOT a greatsword, but they are so familiar that the description says "Characters proficient with the elven courtblade may treat it as a greatsword for the purpose of any of the following
feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization."

and if so, its right to assume that other similar weapons, like a mercurial greatsword use the same rule?

Holy thread necro, Batman!

The answer is no, because unlike the Elven Courtblade the jovar and mercurial greatsword don't say that you can.  The easiest way to fix that is to take 1 level of Warblade; the Weapon Aptitude ability lets you change all your weapon-specific feats to a different weapon.
The other way to do it is with the retraining rules in PHB2, but that requires a level per feat retrained. 
#71

frost.fire

Mar 05, 2013 12:53:05
Could use the aptitude enchancement to treat it as a greatsword for your feats. Just don't let that get out of hand with using the dirty tricks involved with aptitude
#72

EruditeApe

Mar 05, 2013 13:00:56
Nurgle's left ball, man! Don't feed the troll!