No Proficiency Game


Advice


Got invited to a game with no profiency rules, anyone can use anything, and now my mind's racing for build ideas!

Anyone got any suggestions for some normally exotic weapons I should immediately jump on?


Estoc critical builds are a lot of fun I find (mostly because I like the image), but in my opinion, if you've got no proficiency requirements to worry about, go with a psychic caster (occultist might be easiest since it only requires good Int), and then grab a tower shield and falcata and grab as many critical feats as you can. Improved Critical is great because you'll have a 17-20/x3 crit and then you can stack on Bleeding Critical to have great damage over time; then just grab whatever suits your playstyle. Take evocation, conjuration, abjuration, or transmutation implements to buff yourself and you can be a one-man magical tank. Bonus points for prestige-ing into an esoteric knight later.


Mechanically may not be best, but if you like going against "type" you could try some of the racial weapons with different or opposing races. Could make for some fun back story elements.

Or, go straight for the damage dealing (scorpion/bladed?) whip. Yay whip build without at least 2 of the annoying feat taxes.

Dark Archive

Use the "make custom weapon" rules, make an Exotic light weapon that does like 1d2 crits on 17-20 x4 then use warpriest/brawler/fighter (with advanced weapon training to up that d2 to a much higher number like 2d6 and take improved crit to crit on 13.


TWF with a Broken-Back Seax and a Morningstar.

Use a Split-Blade Sword.

Look at the Dwarven Pellet-Bow. And Bolt Ace Gunslinger for a 19-20/x4 bludgeoning crossbow... 17-20/x4 with Improved Critical. Lol.


Carrying a net seems like a good idea then, even without building for it.

There's a one-handed double weapon, the taiaha. TWF while using a shield or spell combat or something might be fun.


Hrm, there are numerous. Picking from my Cool Stuff list:

Dwarven boulder helmet: both for flavor and switching between two-handed and two weapons
Split-blade sword: unusually high base damage but negligible crits
Urumi: basically a katana with a bonus on feint attempts
Sarissa: threaten 3 squares away and only in a cone (well, that's actually a martial one)
Dwarven longhammer: straight-forward reach weapon with earth breaker damage and crits
Orc skull ram: the mental image is reason enough, but you gain a free bull rush on crits on top of it

Bastard sword and katana wielders would also profit from being flexible whether to wield their sword with one or two hands.


The Fauchard is - in my opinion - the best weapon for overall damage output. 18-20 crit-range and reach. Crits = bonus attack (confirmation) roll and bonus damage, Attacks of Opportunity = bonus attack (AoO) roll and bonus damage. The Falcata is great for being a blender but can't generate AoOs the same way.

If your GM allows it (and you can buy/make/find batteries) the CHAINSAW is 3d6, 18-20/×2. Along those lines some other tech items might be good: FIREARMS, HEAVY WEAPONS. Note that a battery is 100gp and has 10 charges, so 10gp per charge. For a Chainsaw that's not too bad (10gp/hour), but for a Laser Rifle it's 10gp per shot which gets expensive ... also don't be too surprised if the GM says: "I know I said any weapon but not those ones".

You could also look at something like an Elven Curved Blade or Elven Branched Spear for a 2-handed Finess weapon. The Curved Blade has a great crit-range and the Branched Spear gets +2 to hit on AoOs.


Disclaimer: I presume that "anyone can use anything" only applies to regular weapon, not technological weapons or advanced firearms - otherwise, those would be the only weapons to see use.

Opuk0 wrote:
Anyone got any suggestions for some normally exotic weapons I should immediately jump on?

Well, many build would want to use a different weapon, but often, the effect isn't too big - not surprising, seeing how few characters invest a feat for EWP in regular games. Many of the upgrades are pretty boring, just adding a point or two of damage.

• Non-reach two-handed: Butchering Axe is nice, although probably only doable after getting a strength belt. Not actually that big an upgrade over a Nodachi once Improved Critical becomes aviable, though.
• Reach: Fauchard, hands down, although Dwarven Giant-sticker is nice for early levels or if you want piercing.
• Finesse: Elven Branched Spear grants something completely new, a finessable reach weapon. For dual wield with identical weapons, Waveblade.
• One-Handed: The Gnome Flickmace is unique in it being a one-handed reach weapon (that threatens). If that's not desired (e.g. for to TWF), there's the Split-blade Sword if you have high dex, or the Broken-back Seax if you don't; Estoc if you want crits.
• Bow: Orc Hornbow is nice, but incompatible with the Deadeye Bowman trait.
• Backup ranged weapon: Halfling Sling-Staff has greater range than any thrown weapon for those who want to apply their strength. Firearms can target touch AC and magic ones can be made self-sustaining (i.e. free reload and no misfire). Depending on how the GM rules it, a firearm with the scatter property can be very useful against swarms.

Special cases:
• As kinda mentioned by Sysryke, the Scorpion Whip is unique in that it profits from being proficient with two specific exotic weapons. It doesn't threaten and has a measly damage, but a 15 feet reach is amazing for many classes.
• Monk: for cMonk, unarmed is still by far the best, but for unMonk usign Ascetic Style+Form, there are options when you
modify a weapon with Versatile Design. You'd have to ask the GM whether a modified exotic weapon can be used without an extra feat, if you still need the feat, a modified Nodachi or Greatsword would be an upgrade, otherwise, Butchering Axe is best.
• Brawler: Unarmed is still at the top; for those who want to use Stick-Fighting Maneuver, Dan Bong becomes the best weapon.
• Swashbuckler and archetypes that imitate it: Katana/Rhoka Sword/Urumi work with Slashing Grace and grant an extra point of damage. Scorpion Whip also works with Slashing Grace (and still threatens adjacent, important for OP&R), if you care more about attacking than about panache recovery.

avr wrote:
There's a one-handed double weapon, the taiaha. TWF while using a shield or spell combat or something might be fun.

That weapon doesn't overrule the TWF rules requiring the second/double weapon being wielded "in your off hand". Indeed, the TWF bonus attack is made "with the off-hand end of the weapon", something that can logically only exist if your off-hand is on the weapon.

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