Exotic Weapon Proficiency Feat Alternates - Your Favorite?


Advice

Liberty's Edge

My group doesn't like fiddling with the rules. Strange, huh? That's because in over 30+ years tinkering has been fun but doesn't lead to an understanding of the game everyone can grasp, especially newcomers.

We use one house rule involving the Swim skill. That's it.

But the time has come with Exotic Weapon Proficiency. In 12 years of 3e/PF play I think I've seen it taken 2 or 3 times and therefore tons of weapons never get used or sold off because no one thinks it's worth a feat.

I've looked over some threads here and elsewhere and can't decide how best to handle it. Give everyone one free? If someone doesn't ever want an exotic weapon will they feel it a useless gift and want something else? When you take the feat allow two or three exotic weapons known? What if they just WANT the one?

Players and GM's: what is the best alternate to this feat you have seen in play? What worked best and why?

Many thanks!

Sczarni

There are a few races that get Exotic Weapons already so we haven't really messed with it...if you want a specific weapon odds are there are is a class or race that gets it for free which also adds that extra little bit of flavor to the roleplaying as well.

The few times players asked or other GMs asked I told them to look at how the Fighters weapon classifications worked and allow a feat where you get Exotic Weapon Proficiency: Swords or Maces or Axes or Polearms...etc etc etc

Silver Crusade RPG Superstar 2014 Top 16

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DM Jeff wrote:

My group doesn't like fiddling with the rules. Strange, huh? That's because in over 30+ years tinkering has been fun but doesn't lead to an understanding of the game everyone can grasp, especially newcomers.

We use one house rule involving the Swim skill. That's it.

But the time has come with Exotic Weapon Proficiency. In 12 years of 3e/PF play I think I've seen it taken 2 or 3 times and therefore tons of weapons never get used or sold off because no one thinks it's worth a feat.

I've looked over some threads here and elsewhere and can't decide how best to handle it. Give everyone one free? If someone doesn't ever want an exotic weapon will they feel it a useless gift and want something else? When you take the feat allow two or three exotic weapons known? What if they just WANT the one?

Players and GM's: what is the best alternate to this feat you have seen in play? What worked best and why?

Many thanks!

Make it a trait. That way everyone has access to it, they have options to replace it if need be, and if someone wants to take it at higher levels they can use a feat on Extra Traits to get an exotic weapon AND another useful boost from a second trait.


cartmanbeck wrote:
Make it a trait. That way everyone has access to it, they have options to replace it if need be, and if someone wants to take it at higher levels they can use a feat on Extra Traits to get an exotic weapon AND another useful boost from a second trait.

I like that idea!

Liberty's Edge

cartmanbeck wrote:
Make it a trait. That way everyone has access to it, they have options to replace it if need be, and if someone wants to take it at higher levels they can use a feat on Extra Traits to get an exotic weapon AND another useful boost from a second trait.

That's exactly where I was heading and you just mirrored my thoughts. Great one! Thank you!


I also use the Trait houserule. It has worked great so far. I just require my players taking it to have a background reason why they are proficient with it.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I've used the trait house rule in the past, so you can get 2 with a feat or 1 during character creation. Just ask people to not use the Falcata with a trait.

Sovereign Court

Alternatively, a cracked opalescent white pyramid ioun stone gives weapon familiarity with one weapon for 1500gp. You need to be proficient in all martial weapons for it to work, but that's scarcely a limiting factor for most characters. Alternatively, if you give out a super nice exotic weapon as a GM, have a fully functional opalescent white lying next to it.

Grand Lodge

That Ioun Stone mentioned is my favorite.

If you are martial focused, then you are likely proficient with all martial weapons.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Illeist wrote:
Alternatively, a cracked opalescent white pyramid ioun stone gives weapon familiarity with one weapon for 1500gp. You need to be proficient in all martial weapons for it to work, but that's scarcely a limiting factor for most characters. Alternatively, if you give out a super nice exotic weapon as a GM, have a fully functional opalescent white lying next to it.

I had no idea that existed. Great item, practically fixes the problem.

Grand Lodge

It's still an investment.

The uncracked version gives full proficiency, but is more expensive.

So, it balances itself out.


With a rare few exceptions (Falcata, Elven Curve Blade, Whip, Fauchard, etc.), Exotic Weapon proficiency usually amounts to +1 damage.

If you think a trait is worth +1 damage with a specific weapon, then exotic weapons taken as a trait should be no issue.

And note that the game already has precedence for this--the river rat trait gives +1 damage with daggers and another bonus, so I think it's fair.

EWP is not worth a feat. But then, that's mostly because exotic weapons tend to suck.

Liberty's Edge

1 person marked this as a favorite.
cartmanbeck wrote:
DM Jeff wrote:

My group doesn't like fiddling with the rules. Strange, huh? That's because in over 30+ years tinkering has been fun but doesn't lead to an understanding of the game everyone can grasp, especially newcomers.

We use one house rule involving the Swim skill. That's it.

But the time has come with Exotic Weapon Proficiency. In 12 years of 3e/PF play I think I've seen it taken 2 or 3 times and therefore tons of weapons never get used or sold off because no one thinks it's worth a feat.

I've looked over some threads here and elsewhere and can't decide how best to handle it. Give everyone one free? If someone doesn't ever want an exotic weapon will they feel it a useless gift and want something else? When you take the feat allow two or three exotic weapons known? What if they just WANT the one?

Players and GM's: what is the best alternate to this feat you have seen in play? What worked best and why?

Many thanks!

Make it a trait. That way everyone has access to it, they have options to replace it if need be, and if someone wants to take it at higher levels they can use a feat on Extra Traits to get an exotic weapon AND another useful boost from a second trait.

This is exactly what my group does with weapon proficiencies. Since we all start with two traits, we figure it's fair for someone to give up one trait in order to get that one weapon that works with their character concept.

We also rule that you can pick any one skill and get the "+1 trait bonus and it's a class skill" trait for it, even if such a trait doesn't exist. It makes it easier to finagle character concepts together. "But I want a stealthy fighter!" Just write it down, already!


1 person marked this as a favorite.
mplindustries wrote:


EWP is not worth a feat. But then, that's mostly because exotic weapons tend to suck.

I completely agree, but I feel the solution is to make exotic weapons better rather than just easier to get access.

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